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StarCluster Role Playing Game Version 2.

0
Copyright 2004
Flying Mice LLC

StarCluster
Role Playing Game
Version 2.0

copyright 2004 Flying Mice LLC


by Albert Bailey and clash bowley
Illustrated by clash bowley
Cover by clash bowley

Special thanks to marco Chacon


for the evocative introductory lines
Special Thanks also to David Johansen
for the concept of trading chance of success
for quality of success
From his excellent RPG Galactic Adventures
Used here with his permission

Everyone knows about the slow-boats - multi-ton


metal encased habitats hurtling through voids
at speeds that shift their colors into the nearly ultra-violet
shades of doppler-blue. The voids they traveled through
are so vast they might as well have been flies stuck in amber.
Everyone knows about the slow-boats.
Everyone knows that Rome could have risen and fallen
before they found the sanctuary of their distant suns.
And everyone knows about the Diaspora.
Escape. Transition. Exodus.
Humanity exploding like shrapnel across a sea of stars so big
that the center of the galaxy is a hole in space
itself far vaster than the solar-system that birthed us.
Everyone knows about the Exodus.
Everyone knows about leaving The Garden.
It's our oldest story and like any old story it gets told
over and over and over.
Everybody knows.
But then there's the Cluster.
And maybe you *don't* know about the Cluster.
A tiny stain of stars on the expansive fabric of the Milky Way
and the even larger cloth of universe itself.
The Cluster--if every Exodus has its Promised Land,
for some of the fragments of humanity this was it.
And it's yours.
This is the Cluster.
Over a hundred suns
over five hundred worlds
The cluster is an aggregation
of races, species, societies, peoples -a place bigger than any city,
any nation,
any single *world* you can imagine.
It's teeming with trade. It's bursting with possibilities.
It'll surprise you. And if you take it too lightly, it'll kill you.
But it's everything-everything those sleepers on their slowboats could've hoped for.
Lucky you. You're there first.
Marco Chacon

StarCluster - Table of Contents


StarCluster

Role Playing Game

Version 2.0

I n t r o d u c t i o n ............................................................................................... 1
Introduction .......................................................................................................... 2
Preface .................................................................................................................................................................. 2
The Diaspora ....................................................................................................................................................... 2

Character Generation ............................................................................................ 4


Character Generation Procedure ................................................................................................5
To Begin ............................................................................................................................................................... 5
Random Method ................................................................................................................................................. 6
Roll for initial characteristics and cash ............................................................................................................. 6
Directed Method ................................................................................................................................................. 7
Place initial characteristics and cash ................................................................................................................. 7
Random or Directed Method ............................................................................................................................ 8
Character Species and optional character types ............................................................................................. 8
secondary school ................................................................................................................................................. 8
College & Grad School ...................................................................................................................................... 9
Employment ........................................................................................................................................................ 10
Roll every 2 years in profession for promotion. ............................................................................................. 10
Physical Deterioration ........................................................................................................................................ 11
Social Skills ........................................................................................................................................................... 11
Social Skills Listing: ....................................................................................................................11
Characters from Advanced (TL8+) Cultures ................................................................................................. 12
Star Cluster Character Generation Tables For Advanced (Tech Level 8+) Cultures .............................. 13
IQ, PSI, and Rank for Advanced (Tech Level 8+) Cultures ........................................................................ 13
Star Cluster Character Generation Tables For Advanced (Tech Level 8-10) Cultures ............................ 14
Secondary Schools for Tech Level 8-10 .......................................................................................................... 14
Colleges for Tech Level 8-10 ............................................................................................................................ 17
Post-Graduate Education for Tech Level 8-10 .............................................................................................. 21
Employment Table for Tech Level 8+ Cultures ........................................................................23
Characters from Backward (TL5-7) Cultures ................................................................................................. 48
Star Cluster Character Generation Tables For Backward (Tech Level 5-7) Cultures .............................. 49
IQ, PSI, and Rank for Backward (Tech Level 5-7) Cultures .....................................................49
StarCluster Character Generation Tables For Backward Cultures (Tech Levels 5-7) .............................. 50
Secondary Schools for Tech Level 5-7 ............................................................................................................ 50
Colleges for Tech Level 5-7 ............................................................................................................................... 52
Post-Graduate Education for Tech Level 5-7 ................................................................................................ 54
Employment Table for Tech Level 5-7 (Backward) Cultures ...................................................................... 55
Characters from Primitive (TL1-4)Cultures .................................................................................................... 64
StarCluster Character Generation Tables For Primitive (Tech Level 1-4) Cultures ................................. 65
IQ, PSI, and Rank for Tech Level 1-4 Cultures. .........................................................................65
StarCluster Character Generation Tables For Tech Levels 1-4 ................................................................... 66
Apprenticeships for Tech Levels 1-4 ............................................................................................................... 66
Colleges and Journeymanships for Tech Level 1-4 ....................................................................................... 70
Post-Graduate Education for Tech Level 1-4 ................................................................................................ 74
Employment Table for Tech Level1-4 (Primitive) Cultures ........................................................................ 75
Table of Contents - 4 -

StarCluster - Table of Contents


General Appearance - Optional ........................................................................................................................ 92
Roll or choose one from each column ............................................................................................................ 92
Character Traits - Optional ................................................................................................................................ 92
Roll or choose one from each column ............................................................................................................ 92
Character Descriptive Characteristics - Optional .......................................................................................... 93
Guide to Skills and Metaskills ....................................................................................................94
Skills and Metaskills ...................................................................................................................94
Using Metaskills .........................................................................................................................106

Humans and Humanoids ..................................................................................... 107


Sastras ................................................................................................................................................................... 108
SaHus .................................................................................................................................................................... 108
Vantors ................................................................................................................................................................. 110
VaHus ................................................................................................................................................................... 110
Tagris ..................................................................................................................................................................... 112
HuTas .................................................................................................................................................................... 112

Equipment: Personal ............................................................................................ 115


Introduction ......................................................................................................................................................... 116
Materials ................................................................................................................................................................ 116
Spacesuits ...................................................................................................................................117
Clothing ......................................................................................................................................117
Power ..........................................................................................................................................118
Some Example Tech Level 8 Synthetic Cloths .............................................................................................. 119
Kits ..............................................................................................................................................119
Electronics ..................................................................................................................................120
Clothing, Armor and Spacesuits ....................................................................................................................... 121
Provisions and Shelter ........................................................................................................................................ 122
Miscellaneous Items ............................................................................................................................................ 123
MultiTool/PowerTool ....................................................................................................................................... 124
Tool List for MultiTool and PowerTool ......................................................................................................... 124
Armor Tables For Tech Level 1-4 worlds ....................................................................................................... 125
Armor Tables For Tech Level 1-4 worlds (PART 2) .................................................................................... 126
Armor Tables For Tech Level 1-4 worlds (PART 3) .................................................................................... 127
Clothing Tables For Tech Level 1-4 worlds ................................................................................................... 128

Equipment: Weapons ........................................................................................... 131


Modern Weapons ................................................................................................................................................ 133
Archaic Weapons ................................................................................................................................................ 134
Hit Tables ............................................................................................................................................................. 135
Weapons - Ammunition, Ammo Costs, and Weapon Costs ....................................................................... 136
Weapon Modification Tables ............................................................................................................................ 138

Playing the Game .................................................................................................. 141


The StarCluster RPG ..................................................................................................................142
Creating a character ............................................................................................................................................ 142
Constitution ......................................................................................................................................................... 142
StarCluster Combat ............................................................................................................................................. 143
Ranges ................................................................................................................................................................... 144
Table of Contents - 5 -

StarCluster - Table of Contents


Cover ..................................................................................................................................................................... 144
Poison ................................................................................................................................................................... 145
Healing .................................................................................................................................................................. 145
Armor .................................................................................................................................................................... 145
Applicable Skills .................................................................................................................................................. 146
Checks for tasks with no skill ............................................................................................................................ 146
Weapons and Skills ............................................................................................................................................. 146
Automatic fire ...................................................................................................................................................... 147
Single Shot: ........................................................................................................................................................... 147
Burst Fire: ............................................................................................................................................................. 147
Full Automatic (Suppressive) Fire .................................................................................................................... 147
Grenades ............................................................................................................................................................... 147
Ammunition Use ................................................................................................................................................. 148
General Knowledge and Languages ................................................................................................................. 148
Levels of Mastery ................................................................................................................................................ 148
Degree of success ................................................................................................................................................ 149
Descriptions of Success or Failure ................................................................................................................... 149
Starships and Vehicles ................................................................................................................150
Sample Spaceships ......................................................................................................................150
The Kane Class Jump Ship ................................................................................................................................ 151
The Owl Class Jump Ship .................................................................................................................................. 152
Sample Vehicles ................................................................................................................................................... 153
The Pathfinder ..................................................................................................................................................... 153
K-Bat ..................................................................................................................................................................... 153
Jalousie .................................................................................................................................................................. 154
Gravmaster Mark 6 ............................................................................................................................................. 154

Non-Player Characters and Character Options ................................................... 155


Non-Player Characters ...............................................................................................................156
Chance Met NPCs .............................................................................................................................................. 156
The Instant Character ......................................................................................................................................... 157
The Temporary NPC .......................................................................................................................................... 157
Relevant Skill Level Table .................................................................................................................................. 159
Quick Stats Table ................................................................................................................................................ 159
NPC Missions Table ........................................................................................................................................... 159
Quick and Dirty Personalities Table ................................................................................................................ 160
Object of Mission Table .................................................................................................................................... 161
Incidental Skill Table .......................................................................................................................................... 161
NPC Relative Wealth Table ............................................................................................................................... 162
Mooks and Gunmen ........................................................................................................................................... 163
Mook: .................................................................................................................................................................... 163
Thug: ..................................................................................................................................................................... 163
Cop: ....................................................................................................................................................................... 163
Gunman: ............................................................................................................................................................... 163
Army: ..................................................................................................................................................................... 163
Master: .................................................................................................................................................................. 164
Bodyguard: ........................................................................................................................................................... 164
Table of Contents - 6 -

StarCluster - Table of Contents


Marine: .................................................................................................................................................................. 164
Armored Marine: ................................................................................................................................................. 164
Special Forces: ..................................................................................................................................................... 164
Double Master: .................................................................................................................................................... 164
The Permanent NPC .......................................................................................................................................... 165
Character Option - Template Characters ........................................................................................................ 165
The Ex-Marine .................................................................................................................................................... 165
The Ex-PSIman ................................................................................................................................................... 165
The Ex-Smuggler ................................................................................................................................................ 165
The Ex-Special Forces ........................................................................................................................................ 166
The Ex-Engineer ................................................................................................................................................. 166
The Ex-Asteroid Miner ...................................................................................................................................... 166
The Ex-Courier ................................................................................................................................................... 166
The Ex-Explorer ................................................................................................................................................. 166
The Ex-Cop ......................................................................................................................................................... 166
The Ex-Priest ....................................................................................................................................................... 166

Star Travel and Space Combat ............................................................................. 167


Duties of the Crew in Combat .......................................................................................................................... 173
Example of Play .................................................................................................................................................. 175
List of Weapon Damage Factors (DF) by Tech Level .................................................................................. 177

Guide to Cluster Politics and Societies ................................................................ 182


Preface .................................................................................................................................................................. 183
Humans and Humanoids ................................................................................................................................... 183
Jalan, Anson 2 ...................................................................................................................................................... 183
Tamana, Brass 2 .................................................................................................................................................. 183
Adma, Iris 4 .......................................................................................................................................................... 184
Faren, Plush 3 ...................................................................................................................................................... 184
The Diaspora ....................................................................................................................................................... 185
Transluminal Speeds ........................................................................................................................................... 185
SaVaHuTa and the Diasporan Community .................................................................................................... 186
SaVaHuTa: ........................................................................................................................................................... 187
The Office of the Procurator ............................................................................................................................ 187
The Office of the Proconsul ............................................................................................................................. 187
The SaVaHuTa Legislature, The Han House ................................................................................................. 189
Jointly Administered Worlds ............................................................................................................................. 189
Protected Worlds ................................................................................................................................................ 190
The Han House in the year 150 - the nominal present ................................................................................. 190
The Diasporan Community: .............................................................................................................................. 191
The Thieves Worlds ............................................................................................................................................ 191
The Independent (Rogue) Worlds .................................................................................................................... 191
The Alien Leagues and Nations ........................................................................................................................ 192
Tommu Space ...................................................................................................................................................... 192
The Kolusien Sphere .......................................................................................................................................... 192
The Polity of the Tumentamenata .................................................................................................................... 192
Teumatimon ......................................................................................................................................................... 192
The Ven Der Opt Worlds .................................................................................................................................. 192
Table of Contents - 7 -

StarCluster - Table of Contents


The Kiskit Empire .............................................................................................................................................. 193
The Tumuran ....................................................................................................................................................... 193
Ronaurana ............................................................................................................................................................ 193
The Uramkup Confederation ............................................................................................................................ 193
The Fellowship of the Guaru ............................................................................................................................ 193
The Work of the Kertu-Drua ............................................................................................................................ 194
The Trinarchy of the Etvar ................................................................................................................................ 194
Formenamen ........................................................................................................................................................ 194
The Other Worlds ............................................................................................................................................... 194
The Han House - A Snapshot of the Year 150 .............................................................................................. 195
Large Blocks ......................................................................................................................................................... 195
Small Blocks ......................................................................................................................................................... 196
The Cluster - Physical descriptions ............................................................................................197
Orbit ...................................................................................................................................................................... 197
Atmosphere .......................................................................................................................................................... 197
Surface H2O ........................................................................................................................................................ 198
Gravity .................................................................................................................................................................. 198
Temperature ......................................................................................................................................................... 198
Allez-Oop ............................................................................................................................................................. 199
Anson .................................................................................................................................................................... 199
Arc ......................................................................................................................................................................... 199
Artemis ................................................................................................................................................................. 199
Aztec ..................................................................................................................................................................... 199
Berlin ..................................................................................................................................................................... 200
Bolo ....................................................................................................................................................................... 200
Boondocks ........................................................................................................................................................... 200
Brass ...................................................................................................................................................................... 200
Bullet ..................................................................................................................................................................... 200
Burn ....................................................................................................................................................................... 200
Carnelian ............................................................................................................................................................... 200
Cloister .................................................................................................................................................................. 201
Clovis .................................................................................................................................................................... 201
Cogito .................................................................................................................................................................... 201
Cork ....................................................................................................................................................................... 201
Cry in the Dark .................................................................................................................................................... 201
Dancer ................................................................................................................................................................... 202
Dandy .................................................................................................................................................................... 202
Darwin .................................................................................................................................................................. 202
Dino ...................................................................................................................................................................... 202
Dodger .................................................................................................................................................................. 202
Domino ................................................................................................................................................................ 202
Don ....................................................................................................................................................................... 202
Don't Go Out At Night ..................................................................................................................................... 203
Dortmund ............................................................................................................................................................ 203
Doublet ................................................................................................................................................................. 203
Duet-au-Lapin ..................................................................................................................................................... 203
Table of Contents - 8 -

StarCluster - Table of Contents


Ember ................................................................................................................................................................... 203
Fido ....................................................................................................................................................................... 203
Five Fingers .......................................................................................................................................................... 203
Flyer ....................................................................................................................................................................... 204
Forget .................................................................................................................................................................... 204
Fox ......................................................................................................................................................................... 204
Gloria .................................................................................................................................................................... 204
Grizelda ................................................................................................................................................................ 205
Hagia ..................................................................................................................................................................... 205
Harlech .................................................................................................................................................................. 205
Harpy .................................................................................................................................................................... 205
Hebe ...................................................................................................................................................................... 205
Hero ...................................................................................................................................................................... 205
Hop ....................................................................................................................................................................... 205
Howler .................................................................................................................................................................. 205
Imhotep ................................................................................................................................................................ 206
Impasse ................................................................................................................................................................. 206
Infortis .................................................................................................................................................................. 206
Iolanda .................................................................................................................................................................. 206
Iris .......................................................................................................................................................................... 206
Isis .......................................................................................................................................................................... 206
Jack ........................................................................................................................................................................ 206
Juju ........................................................................................................................................................................ 206
Katmandu ............................................................................................................................................................. 206
Kingdom ............................................................................................................................................................... 207
Ki-Rin ................................................................................................................................................................... 207
Lamia ..................................................................................................................................................................... 207
Landing ................................................................................................................................................................. 207
Laude ..................................................................................................................................................................... 207
Laurel .................................................................................................................................................................... 207
Leda ....................................................................................................................................................................... 207
Leo ......................................................................................................................................................................... 207
Leviathan .............................................................................................................................................................. 208
Lift ......................................................................................................................................................................... 208
Lookout ................................................................................................................................................................ 208
Loop ...................................................................................................................................................................... 208
Lope ...................................................................................................................................................................... 209
Los Ninos ............................................................................................................................................................. 209
Louver ................................................................................................................................................................... 209
Lucifer ................................................................................................................................................................... 209
Mahdi .................................................................................................................................................................... 209
Mako ..................................................................................................................................................................... 209
Marrow ................................................................................................................................................................. 210
Mexis ..................................................................................................................................................................... 210
Mike ....................................................................................................................................................................... 210
Mink ...................................................................................................................................................................... 210
Table of Contents - 9 -

StarCluster - Table of Contents


Mombassa ............................................................................................................................................................. 210
Mother .................................................................................................................................................................. 211
Myoto-Ga-Seke ................................................................................................................................................... 211
Nigel ...................................................................................................................................................................... 211
Oliphant ................................................................................................................................................................ 211
Outback ................................................................................................................................................................ 211
Oz .......................................................................................................................................................................... 211
Paracletus .............................................................................................................................................................. 211
Pearl ....................................................................................................................................................................... 212
Phaedra ................................................................................................................................................................. 212
Plush ...................................................................................................................................................................... 212
Quad ...................................................................................................................................................................... 212
Quest ..................................................................................................................................................................... 212
Quirk ..................................................................................................................................................................... 212
Raph ...................................................................................................................................................................... 213
Rooster .................................................................................................................................................................. 213
Scope-Up .............................................................................................................................................................. 213
Sentry .................................................................................................................................................................... 213
Set .......................................................................................................................................................................... 213
Shine ...................................................................................................................................................................... 213
Shio Zuchi ............................................................................................................................................................ 213
Shore ..................................................................................................................................................................... 214
Shyly ...................................................................................................................................................................... 214
Sister ...................................................................................................................................................................... 214
Skeet ...................................................................................................................................................................... 214
Sobe ....................................................................................................................................................................... 214
Sprite ..................................................................................................................................................................... 215
Stalker .................................................................................................................................................................... 215
Suprise ................................................................................................................................................................... 215
Svelte ..................................................................................................................................................................... 215
Tambour ............................................................................................................................................................... 215
Tinstar ................................................................................................................................................................... 215
Tode ...................................................................................................................................................................... 215
Tonto .................................................................................................................................................................... 216
Transfer ................................................................................................................................................................ 216
Trefoil ................................................................................................................................................................... 216
Victoria ................................................................................................................................................................. 216
Whitecap ............................................................................................................................................................... 216
Wink ...................................................................................................................................................................... 216
Settlement of the Cluster ................................................................................................................................... 217
Tech Level ............................................................................................................................................................ 217
Affiliation ............................................................................................................................................................. 217
Status ..................................................................................................................................................................... 217
Starport ................................................................................................................................................................. 218
Government ......................................................................................................................................................... 218
Population ............................................................................................................................................................ 218
Table of Contents - 10 -

StarCluster - Table of Contents


Remarks ................................................................................................................................................................ 218
Allez-Oop ............................................................................................................................................................. 219
Altos ...................................................................................................................................................................... 219
Anson .................................................................................................................................................................... 219
Arc ......................................................................................................................................................................... 219
Artemis ................................................................................................................................................................. 219
Aztec ..................................................................................................................................................................... 219
Berlin ..................................................................................................................................................................... 220
Bolo ....................................................................................................................................................................... 220
Boondocks ........................................................................................................................................................... 220
Brass ...................................................................................................................................................................... 220
Bullet ..................................................................................................................................................................... 220
Burn ....................................................................................................................................................................... 221
Carnelian ............................................................................................................................................................... 221
Cloister .................................................................................................................................................................. 221
Clovis .................................................................................................................................................................... 221
Cogito .................................................................................................................................................................... 221
Cork ....................................................................................................................................................................... 222
Cry in the Dark .................................................................................................................................................... 222
Dancer ................................................................................................................................................................... 222
Dandy .................................................................................................................................................................... 222
Darwin .................................................................................................................................................................. 223
Dino ...................................................................................................................................................................... 223
Dodger .................................................................................................................................................................. 223
Domino ................................................................................................................................................................ 223
Don ....................................................................................................................................................................... 223
Don't Go Out At Night ..................................................................................................................................... 223
Dortmund ............................................................................................................................................................ 223
Doublet ................................................................................................................................................................. 223
Ember ................................................................................................................................................................... 224
Fido ....................................................................................................................................................................... 224
Five Fingers .......................................................................................................................................................... 224
Flyer ....................................................................................................................................................................... 224
Forget .................................................................................................................................................................... 224
Fox ......................................................................................................................................................................... 225
Gloria .................................................................................................................................................................... 225
Grizelda ................................................................................................................................................................ 226
Hagia ..................................................................................................................................................................... 226
Harlech .................................................................................................................................................................. 226
Harpy .................................................................................................................................................................... 226
Hebe ...................................................................................................................................................................... 226
Hero ...................................................................................................................................................................... 226
Hop ....................................................................................................................................................................... 226
Howler .................................................................................................................................................................. 226
Imhotep ................................................................................................................................................................ 227
Impasse ................................................................................................................................................................. 227
Table of Contents - 11 -

StarCluster - Table of Contents


Infortis .................................................................................................................................................................. 227
Iolanda .................................................................................................................................................................. 227
Iris .......................................................................................................................................................................... 227
Isis .......................................................................................................................................................................... 227
Jack ........................................................................................................................................................................ 227
Juju ........................................................................................................................................................................ 227
Katmandu ............................................................................................................................................................. 228
Kingdom ............................................................................................................................................................... 228
Ki-Rin ................................................................................................................................................................... 228
Lamia ..................................................................................................................................................................... 228
Landing ................................................................................................................................................................. 228
Laude ..................................................................................................................................................................... 228
Laurel .................................................................................................................................................................... 228
Leda ....................................................................................................................................................................... 229
Leo ......................................................................................................................................................................... 229
Leviathan .............................................................................................................................................................. 229
Lift ......................................................................................................................................................................... 229
Lookout ................................................................................................................................................................ 230
Loop ...................................................................................................................................................................... 230
Lope ...................................................................................................................................................................... 230
Los Ninos ............................................................................................................................................................. 231
Louver ................................................................................................................................................................... 231
Lucifer ................................................................................................................................................................... 231
Mahdi .................................................................................................................................................................... 231
Mako ..................................................................................................................................................................... 231
Marrow ................................................................................................................................................................. 231
Mexis ..................................................................................................................................................................... 231
Mother .................................................................................................................................................................. 232
Mike ....................................................................................................................................................................... 232
Mink ...................................................................................................................................................................... 232
Mombassa ............................................................................................................................................................. 232
Myoto-Ga-Seke ................................................................................................................................................... 233
Nigel ...................................................................................................................................................................... 233
Oliphant ................................................................................................................................................................ 233
Outback ................................................................................................................................................................ 233
Oz .......................................................................................................................................................................... 233
Paracletus .............................................................................................................................................................. 233
Pearl ....................................................................................................................................................................... 234
Phaedra ................................................................................................................................................................. 234
Plush ...................................................................................................................................................................... 234
Quad ...................................................................................................................................................................... 234
Quest ..................................................................................................................................................................... 234
Quirk ..................................................................................................................................................................... 234
Raph ...................................................................................................................................................................... 235
Rooster .................................................................................................................................................................. 235
Scope-Up .............................................................................................................................................................. 235
Table of Contents - 12 -

StarCluster - Table of Contents


Sentry .................................................................................................................................................................... 235
Set .......................................................................................................................................................................... 235
Shine ...................................................................................................................................................................... 235
Shio Zuchi ............................................................................................................................................................ 236
Shore ..................................................................................................................................................................... 236
Shyly ...................................................................................................................................................................... 236
Sister ...................................................................................................................................................................... 236
Skeet ...................................................................................................................................................................... 236
Sobe ....................................................................................................................................................................... 237
Sprite ..................................................................................................................................................................... 237
Stalker .................................................................................................................................................................... 237
Suprise ................................................................................................................................................................... 237
Svelte ..................................................................................................................................................................... 237
Tambour ............................................................................................................................................................... 237
Tinstar ................................................................................................................................................................... 238
Tode ...................................................................................................................................................................... 238
Tonto .................................................................................................................................................................... 238
Transfer ................................................................................................................................................................ 238
Trefoil ................................................................................................................................................................... 238
Victoria ................................................................................................................................................................. 238
Whitecap ............................................................................................................................................................... 238
Wink ...................................................................................................................................................................... 238
Zebra ..................................................................................................................................................................... 238
The Aztec System .......................................................................................................................239
The Aztec System ................................................................................................................................................ 241
Icarus Belt ............................................................................................................................................................. 241
Retron ................................................................................................................................................................... 242
The Descartes .................................................................................................................................................. 244
Bailiff ..................................................................................................................................................................... 244
Quantum ............................................................................................................................................................... 245
Aztec ..................................................................................................................................................................... 246
Aztec Orbital ........................................................................................................................................................ 247
StarCluster - Cluster Map: Overall .............................................................................................248
StarCluster - Cluster Map: Center ..............................................................................................249
StarCluster - Cluster Map: Left ...................................................................................................250
StarCluster - Cluster Map: right .................................................................................................251
StarCluster - Cluster Map: Bottom .............................................................................................252
Design Notes on the StarCluster Game System ............................................................................................ 253
Basic Mechanics .................................................................................................................................................. 253
Character Generation ......................................................................................................................................... 253
Constitution ......................................................................................................................................................... 253
Levels of Mastery ................................................................................................................................................ 254
Appropriate Skill Concept ................................................................................................................................. 254
Alternate Task Resolution ................................................................................................................................. 254
The One Minute Combat Round ..................................................................................................................... 254
To Hit, Damage, and Armor ............................................................................................................................. 254
Table of Contents - 13 -

StarCluster - Table of Contents


Design Notes on the Technology of StarCluster ........................................................................................... 255
Field Technology ................................................................................................................................................. 255
Antigravity ............................................................................................................................................................ 256
Transfer Technology .......................................................................................................................................... 256
Jump Drive ........................................................................................................................................................... 257
Escape Clauses .................................................................................................................................................... 258
Character Design Worksheet ......................................................................................................260
APPENDIX A .............................................................................................................................264
Optional Rules ............................................................................................................................264
Optional Rule: Sniping and Single Shot Kills ............................................................................264
Optional Rule: Commando-type Actions ...................................................................................264
Optional Rule: StarCluster Simple Vehicle Combat Rules. .......................................................264
Optional Rule: Integrated Combat System ................................................................................265
Optional Rule: Success and Failure ...........................................................................................267
Optional Rule: Plot Points ..........................................................................................................268
Optional Rule: Active Defense ...................................................................................................268

Table of Contents - 14 -

StarCluster - Introduction

Introduction

Introduction - 1 -

StarCluster - Introduction

StarCluster
Introduction
Preface
In the year 2250, life was good in the Solar system.
Mars and Venus had been terraformed and well settled, Jupiters and Saturns moons had thriving colonies, the asteroid belt was well developed, and even
the nearer stars had been colonized. The Centauri colony was bustling, and the Wolf and Barnards Star colonists were on their way. Earth had finally achieved
peace under the Aegis of the UN, but each nation
retained its peculiar laws and social customs. There
was plenty for all, for the populations had declined
markedly from their 21st century highs while productivity and leisure time both soared. It was a Golden
Age, and everyone acknowledged it so.
Then came the thunderbolt.
A disaster loomed, the scientists explained. The sun
would be vaporized, and with it, all life within 60 light
years would be destroyed. Everything man had ever
seen, created, become would be as nothing. But there
would be time to prepare. No-one now alive would
die in this cataclysm - the disaster was at least 300
years in the future. They didnt know exactly when,
but as time went by they would be able to predict it
more exactly. The peoples of the world heaved a sigh
of relief that it would not happen in their time.
The far sighted began to make plans. The colony ship
destined for the Ross 154 system was refurbished,
reconstructed with far greater fuel capacity, and redirected to a system well beyond the 60 light year radius
- almost 300 LY distant, where the scientists felt the
colonists would be safe from the after effects of the
solar destruction. This was just the beginning.

ple left for the stars, never enough to make a dent in


the natural increase of the population, but it gave
hope to all that maybe their children, or their childrens children, might get away. The UN commissioned
ships and filled them with people from various
lands.Some of the richer nations built their own ships
and filled them with their own people. The UN coordinated destinations for all the flights, assigning likely
targets to unmanned fly-by drones, which would
report back to the colony ships already in flight in
plenty of time for them to make minor mid-course
corrections.
The colonists on Centauri swarmed over the old slowboat that had brought them, desperately adapting the
newest techniques from Earth to their limited means.
They would start late, but might just make it. The
older colonists for the most part - and surprisingly
many younger ones - volunteered to stay to make
room for the young. They had their voyage, and did
not want to do it over again.
The richest destination for the new colony ships was
the many wraithlike worlds of the Cluster - over one
hundred stars and five hundred worlds packed closely
together - close enough so that travel between them
by slow fusion drive was possible, although difficult
and time consuming - close enough so that the night
sky glowed with soft intensity.
As time went by and ship after ship left the system,
those left behind began to feel the cold hand of death
on them. Some escaped into religious fervor and
asceticism, for after all, were not the prophesied End
Times at hand? Others wallowed in unimaginable
hedonism, counting nothing as vice. Others strove for
power by any means available, because, after all, they
were humans. As the time of the last few ships drew
near, panics erupted. Starships were stolen, vandalized, destroyed. Governments toppled and fell, in an
effort by a few to secure a place on those precious few
starships which had not yet left. They had to reach 60
light years from Earth by the year 2650, or it would be
too late.

The Diaspora
Around all the planets and moons of the Solar system,
ships were built. 10 to 20 thousand at a time, the peoIntroduction - 2 -

StarCluster - Introduction
The last starship to leave the Solar system and reach
the Cluster left in 2449. For the next fifty years
increasingly desperate gangs of hijackers left, burning
all their fuel in a last-ditch attempt to reach the
departing Diaspora and capture one of the previously
launched vessels. Some even succeeded. Many more
were never heard from again.
As the technology progressed, the fusion engines of
the slowboats became more efficient, faster. The first
ships to leave earth were soon overtaken by those
who left later. The last to leave was the first to arrive
at the Cluster, spending only 1200 years on her journey. The others took considerably longer. Many techniques and devices were tried in an effort to minimize
the impact of over a thousand years living on a spaceship, but in the end the peoples who fled the Earth
were not the peoples who arrived at the end of that
journey.

Each journey was individual, unique. One some there


were bitter sectional feuds between watches, on others
charismatic religions swept the ship. Many tried creating synthetic cultures that each watch would belong
to. Hijackers tried to wrest control from the rightful
crews on a few ships. On some the people mixed, on
others they stayed separate. Sometimes the cultures
disintegrated, on a few of these, the crew hunted each
other through the corridors for meat while the ships
primitive computer brains guided them in.
The Fury on Earth spent itself in a last few convulsions, then it was gone. About the year 2660, the
wavefront of destruction washed over the Diaspora,
and there were no more signals from home.
The ship from Centauri Colony made it past the magical 60 LY mark by the skin of its teeth, and is
expected to arrive in the Cluster any day now. Scan the
skies, children.

Introduction - 3 -

StarCluster - Character Generation

StarCluster

Character Generation
Character Generation - 4 -

StarCluster - Character Generation

Character Generation Procedure


To Begin
The first thing to determine is the character's homeworld. This determines the character's birth Tech Level, and
everything else depends on that. The homeworld will be assigned to you by your GM - but if you have preferences, ask the GM if your character can be from a specific place - most GMs will be happy you took the initiative
and will gladly work your idea in unless it conflicts with the GMs plans in some way. The GM will also work
with you to determine your character's "Mother's Milk" skills, based on the character's homeworld and particular
background - your character's birth rank is important here. These Mother's Milk skills are skills the character has
learned before the age of 10 - thus absorbed with the mothers milk. They can include metaskills as well as
normal skills. Every character has 4 of these Mother's Milk skills before the age of 10.
It should be noted that your character can possibly move around from world to world, thus changing tech levels,
after the character is born. This should be worked out with your GM as you are preparing the character for play.
Your GM will probably give you an age range at which it is appropriate for your character to begin play. As your
character ages, wealth increases and skills increase, but physical stats decline, so what might be challenging for a
character in her late twenties could be boring for a character in her mid fifties. Your GM has reasons for recommending a particular age range.
Adventures typically define the most important part of a year in your character's life, even if they only take a few
weeks to complete, or even a few hours. The balance of the year, your character should be doing whatever characters do in their boring hum-drum lives. At the end of the adventure, your character should age another year on
the worksheet. Your GM will decide which is the appropriate profession to describe what your character has
done for the adventure, and you can then roll on or choose from the appropriate skill tables, or choose a
metaskill, as you wish. If a Physical Deterioration is appropriate, take care of that just as you would while generating the character.
One thing to remember is that your character is having adventures all the time, even while you are generating
him. You are just not acting those adventures out. The is no real difference between a year which has been generated and one which has been acted out. You can generate a character to age 25, take part in an acted out adventure for year twenty-six, generate from 27 to 41, and act out another adventure for year 42.
Another thing to remember is that your character is not just arbitrarily drifting from job to job. When a character changes employment, it can be thought of as a movement within a larger career. For instance, if a
character goes through a Seminary and becomes a Priest, then after a few years becomes a Social Worker and
later on a Teacher, doesn't mean she ever stopped being a Priest, unless you want it to mean that. Your character
can also always return to professions you have left, retaining all his promotions and pay.
There are two different ways to create a character, Random and Directed. Generally, players new to StarCluster
should choose the Random method until they understand what the choices mean. Random character creation
tends to give a more organic feel to the characters created with it, while characters created with the Directed
method tend to be more focused.
Character Generation - 5 -

StarCluster - Character Generation


Random Method
Roll for initial characteristics and cash
Strength = 2d6
(i.e. 2 six-sided dice added together)
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Coordination and Agility = 2d6
Roll 2d6 - Put the same result under both characteristics.
Coordination is the linking of see, will, and do, quickness and deftness in fine motor skills. Coordination is used
in Bow, Gun, and Beam combat. Coordination is usually abbreviated as COOR
Agility. Agility is acrobatics, gymnastics and whole body movement. Agility helps your character with running,
jumping, climbing, and any other activity using the whole body. Agility is usually abbreviated as AGY
Endurance = 2d6
Roll 2d6
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long lasting, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ = %d
(Roll 2 ten sided dice and read one die as tens, the other as ones. A 9 and a 4 would be 94. A result of 00 is always
read as 100) on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's
Tech Level. Look up the result in the IQ column. IQ (Intelligence Quotient) is smarts, problem solving, the ability to see significance and pattern.
PSI = %d
Roll on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's Tech Level.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic energies - the number of times per day that your character can use psionic skills. Psionic points regenerate 24 hours
after being used. Psionic is usually abbreviated as PSI
RANK = %d
Roll on the IQ, PSI, and Rank Table, in the IQ column, in the appropriate section for the character's Tech Level.
Starting cash is found here in the next column, in the same row as the character's rank in society. This is what
your family was doing when you were born. This strongly influences the character's upbringing and education,
especially where expenses are concerned.
Charisma= 2d6
Charisma. Attractiveness, persuasiveness. Half physical, half mental. The proportion starts mostly as physical,
but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
These are your character's abilities at the age of ten. Your character is not finished growing, and will physically
change as age and experience modify the character.
Character Generation - 6 -

StarCluster - Character Generation


Directed Method
Place initial characteristics and cash
You have 35 points to apportion between Strength, Coordination, Agility, Endurance, and Charisma. These stats
can be used as is. If the GM wants more heroic stature characters, bonus points may be given.
You have 150 points to apportion between IQ, PSI, and RANK. These are raw scores, and should be looked up
on the appropriate table for your Tech Level. For example an IQ score of 50 at Tech Level 4 is equal to an IQ of
105.
Strength is the character's muscular prowess. Strength is used in Melee, Blade, and Unarmed combat. Strength
is usually abbreviated as STR
Coordination is the linking of see, will, and do, quickness and deftness in fine motor skills. Coordination is used
in Bow, Gun, and Beam combat. Coordination is usually abbreviated as COOR
Agility. Agility is acrobatics, gymnastics and whole body movement. Agility helps your character with running,
jumping, climbing, and any other activity using the whole body. Agility is usually abbreviated as AGY
Endurance is the ability to keep going. Endurance helps your character with tasks that are repetitive, long lasting, or performed under adverse circumstances. Endurance is usually abbreviated as END
IQ (Intelligence Quotient) is smarts, problem solving, the ability to see significance and pattern.
Psionics are mental abilities which affect the world directly. The PSI number is the potential to use psionic energies - the number of times per day that your character can use psionic skills. Psionics is usually abbreviated as
PSI
Rank is what your family was doing when you were born. This strongly influences the character's upbringing
and education, especially where expenses are concerned.
Charisma is attractiveness and persuasiveness, and is half physical and half mental. The proportion starts mostly
as physical, but increasingly becomes mental as the character ages. Charisma is usually abbreviated as CHAR
These are the character's abilities at the age of ten. The character is not finished growing, and will physically
change as age and experience modify the character.

Character Generation - 7 -

StarCluster - Character Generation


Random or Directed Method
Character Species and optional character types
There are 4 Humanoid species detailed in the Humans and Humanoids section, Sastras, Vantors, Humans and
Tagris, along with 3 hybrids between the Humanoid species and humans. The player should select the species of
the player character from among these options. If the GM allows other options, such as Aliens, Uplifted Animals, Robots, or Androids, she will instruct you on the benefits and limitations of the particular character type
allowed. Adjust the initial Attributes as directed depending on the character type/species before continuing.
secondary school & Apprenticeship
In the Schools Section, select a secondary school (apprenticeship for Primitive Cultures) you would like your
character to go to. This is what your character will be doing for the next six years. If your character has the
money and meets the minimum requirements, great. Deduct the money from the character's starting total and
continue.
If you have the money but don't meet the minimum requirements, try for a waiver. Roll the amount
listed or less, and the requirements are waived for you. Same if you meet the minimum requirements,
but don't have the cash. Remember to add +1 to your die roll for each point of IQ over 120. High IQ
is a big asset here. Your character may waive either the cost or the prerequisite (if allowed), but
not both. If you don't make it into any secondary schools, or you just don't feel the character would
have, use the "No School" column.

Your character receives one skill per year from the list of skills available, with any 3 of the skills doubled. You can
roll the skills randomly or choose them as you wish.
EXAMPLE:
Your character chooses Exclusive Private School. You choose as skills gun, IQ+5, blade, Rank, coordination and
charisma. You can double any 3 of these, so you choose to double gun, coordination and charisma for a total
result of:
gun+2, IQ+10, blade+1, Rank+1, Coordination+2, and Charisma+2.
If the result is a bonus to a characteristic rather than a skill (i.e. strength+1 or coordination+2, etc.) modify the
appropriate characteristic in lieu of gaining a skill. If the character receives a skill for the first time, that skill is at
level one (i.e. blade+1). If the character receives a skill already gained, that skill level is modified upward (i.e.
blade+2).
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the
metaskill associated with that school instead, or may choose among the social skills available.

If your characters Rank increases during generation, the characters cash increases by the difference between the original cash amount and the cash available at the new Rank

Character Generation - 8 -

StarCluster - Character Generation


College, Journeymanships, & Grad School
Unlike secondary schools, your character can go to College or Grad School at any time, its just more usual to go
at age 16. You can also go to a second college later on. Primitive Cultures have Journeymanships equivalent to
Colleges for some professions.
If you select a college with no cost, that means you must spend the six years *after* you leave college/grad school in
service to those who sponsored your education. If an employment lists that school as a prerequisite, entering that
employment for six years is considered full payment of your educational debt. If you go to both college and grad
school by this means, both debts must be fulfilled in the order you incurred them. During these six years of employment, you cannot change your employment.

Your character receives one skill per year for the next 4 years from the list of skills available, with any 1 of the
skills doubled. You may roll for or choose skills as you wish.
EXAMPLE:
Your character chooses Exclusive College. You choose as skills biology, physics, gun, and chemistry. You can
double any 2 of these, so you choose to double physics and chemistry for a total result of:
biology+1, physics+2, gun+1, and chemistry+2
In lieu of taking the skill rolled on or chosen from the tables, the character may choose the metaskill associated with
that school instead, or may choose among the social skills available.

Graduate Schools work in exactly the same manner as colleges.

Character Generation - 9 -

StarCluster - Character Generation


Employment
If you dont wish for your character to go on to higher education (i.e. college or grad school) or the character
does not qualify or fails all waiver rolls, your character goes immediately into employment. Your character also
goes into employment once schooling is done.
Roll for or select a profession from the appropriate section. If you meet the prerequisites, you are in that profession as long as you wish to stay. If you do not meet the prerequisites, you may attempt a waiver roll.
Each year your character receives one skill from the Available Skills list for that profession. Every six years or
part thereof in a profession, one skill taken during those years is doubled - i.e. a choice of "streetwise" becomes
"streetwise+2"
In lieu of the skill rolled on or chosen from the tables, the character may choose the metaskill associated with
that profession instead, or may choose among the social skills available.

Roll every 2 years in profession for promotion.


01-35 Promotion
36-00 No promotion
With each promotion, your character's level within that profession increases. Note this on your character worksheet in the following fashion: The first year in a profession is always level one. This is notated so, using the profession of Psiman as an example: Psiman/1/1. The second year is also always at level one, and is notated thusly:
Psiman/2/1. Note the years in the profession come first, then the level within the profession. At the end of the
second year in the profession, roll for promotion. A %d result of 35 or lower gains the character a promotion.
Note the promotion under "promotions" on the worksheet with a "yes" (and unsuccessful promotion attempts
with a no) and the next year, note the promotion as follows: Psiman/3/2.
Promotions come at the end of the year, and take effect at the beginning of the next.
Pay is increased by promotion. On the Employment tables on the right is noted the starting pay and the amount
the pay jumps (increases) with each promotion. Thus if a profession has Start 50 Jump 100, at beginning level in
the profession, the characters pay is 50. With the first promotion it jumps by 100 to 150, and by 100 with each
succeeding promotion, to 250, 350, 450, etc.

Character Generation - 10 -

StarCluster - Character Generation


Physical Deterioration
Every 3 years starting at age 34, your character must lose one point from a physical attribute (STR, COOR,
AGY, or END) for physical deterioration. You may choose the attribute affected, but must make the decrement
once every 3 years, except when Boost is used.
Boost is a drug available at TL 9 which slows down aging. It stays in effect for 12 years, and allows your character to physically age at 1/4 the pace normally allotted. Thus the player decrements a physical attribute once every
12 years, instead of every 3 years. Boost costs 1000cr per 12 year dose at TL9, and 100cr per dose at TL10. It is
available on the black market at TL8 at 10,000cr, and goes up in price by a factor of 10 per tech level downward,
thus 100,000cr at TL7, 1,000,000cr at TL6, and 10,000,000cr at TL5. It is, of course, not available for export to
lower tech worlds, and must be obtained by illegal means, which is why it is so expensive. Some people - a very
small number - are allergic to Boost, while others - a somewhat lager number - are unaffected by it. Since the
chance of either of these happening is vanishingly small, this should be played as character color, and on a purely
voluntary basis.
Social Skills
At any year, the character may choose one from the following social skills, or a professional metaskill, or a skill
rolled on the skill table. The professional metaskills and skill tables are listed under the particular school or
profession. Social skills are skills unrelated to any particular employment, and thus open to any character at any
time. Remember, choosing a Social Skill is in place of rolling on the skill tables, not in addition.
Social Skills Listing:

Convince

Goad

Entice

Endear

Engrace

React

Adapt

Operate

Overdo

When your character has reached the age at which you wish to play, the character needs to be equipped, then
play can begin.

Character Generation - 11 -

StarCluster - Character Generation


Characters from Advanced (TL8+) Cultures

Character Generation - 12 -

StarCluster - Character Generation


Star Cluster Character Generation Tables
For Advanced (Tech Level 8+) Cultures
Roll (or allocate points) once each for IQ, PSI, and Rank
IQ, PSI, and Rank for Advanced (Tech Level 8+) Cultures
%d roll

IQ

PSI

Rank

Rank #Cash

01-02
03-05
06-10
11-16
12-18
19-25
26-27
28-30
31-35
36-38
39-40
41-47
48-55
56-57
58-65
66-68
69-72
73-80
81-82
83-88
89-90
91-96
97-99
00

70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140

0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5

Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Planetary Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Interstellar Trading Family
Family Own Huge Conglom
Planetary Royalty

1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O

Character Generation - 13 -

10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr

StarCluster - Character Generation


Star Cluster Character Generation Tables
For Advanced (Tech Level 8-10) Cultures
Waiver applies to either cost or prerequisites, not both, +1 per point of IQ over 120
Secondary Schools for Tech Level 8-10

School

Cost

Exclusive Private
School

Prerequisites

200cr

%d Waiver
Rank I+

Metaskill

10%

Converse

IQ+5

IQ+5

CHAR

RANK

Program

Leadership

Gun

Blade

IQ+5

COOR+2

Leadership

Blade

School

Cost

Private Prep
School

Prerequisites

150cr

%d Waiver
Rank G+

Metaskill

20%

Appear

IQ+5

IQ+5

COOR

STR

Program

AGY

Leadership

COOR

STR

END

AGY

IQ+5

School for the


Arts

70cr

COOR 10+, CHAR 11+

20%

Create

CHAR

CHAR

COOR+2

Blade

AGY+2

IQ+3

IQ+3

AGY+2

END

END

IQ+3

CHAR

Character Generation - 14 -

StarCluster - Character Generation

School

Cost

Tech School

Prerequisites

50cr

%d Waiver

COR 9+, IQ 100+

Metaskill

30%

Analyze

IQ+5

IQ+5

COOR+2

COOR+2

END

Program+2

Program+2

Electronics

Mechanics

Electronics

Mechanics

IQ+5

School

Cost

Agricultural
School

Prerequisites

35cr

%d Waiver

Rank K or 7, STR 10+

Metaskill

30%

Grow

STR+2

STR+2

END+2

END+2

IQ+3

Husbandry

Husbandry

Mineralogy

Biology

STR+2

Chemistry

IQ+3

School

Cost

Psionics School

Prerequisites

200cr

PSI 3+

%d Waiver

Metaskill

15%
Cost only

Focus

IQ+7

IQ+7

IQ+7

END

END

Research

Program+2

Research

Writing

Program+2

Research

IQ+7

Character Generation - 15 -

StarCluster - Character Generation

School

Cost

Military School

Prerequisites

15cr

%d Waiver

(3 of 4) SRTR. COOR, AGY, END 8+

Metaskill

20%

Discipline

STR+2

STR+2

COOR+2

COOR+2

END+2

END+2

Gun

Gun

Melee

Leadership

IQ+3

IQ+3

School

Cost

High School

Prerequisites

10cr

%d Waiver
Rank 6+

Metaskill

10%

Relate

IQ+4

STR+2

COOR

AGY

END

IQ+4

Program

Unarm

Drug

Streetwise

Streetwise

Program

School

Cost

No School

Prerequisites

0cr

%d Waiver
None

Metaskill

N/A

Obtain

IQ+3

STR+2

COOR+2

END

AGY

IQ+3

Streetwise

Streetwise

Drug

Drug

Melee

Unarm

Character Generation - 16 -

StarCluster - Character Generation


Colleges for Tech Level 8-10

College

Cost

Exclusive

Prerequisites

300cr

%d Waiver

Exclusive Private or Private Prep

Metaskill

10%

Organize

Leadership

Blade

Gun

CHAR

Sociology

Biology

Physics

Planetology

Astronomy

Program

Research

IQ+5

College

Cost

Engineering

Prerequisites

150cr

%d Waiver

Tech or Military School

Metaskill

20%

Design

Leadership

Physics

Gun

Drives

Drives

Mechanics

Electronics

Program

Drives

Mechanics

IQ+5

IQ+5

College

Cost

Psionics College

Prerequisites

300cr

PSI 4+ or Psionics School

%d Waiver

Metaskill

10%
Cost only

Focus

Telekinesis

Telekinesis

Stun

Shield+2

Shield+2

Heal

Heal

Interrogate

Interrogate

Stun

Pyrokinesis

Transfer

Character Generation - 17 -

StarCluster - Character Generation

College

Cost

Computer College

Prerequisites

80cr

%d Waiver

Tech, High, or Military School

Metaskill

15%

Analyze

Electronics

Electronics

Program

Program

Program

Drives

Physics

Gun

Research

IQ+5

Electronics

IQ+5

College

Cost

Agricultural
College

Prerequisites

75cr

%d Waiver

Agricultural or High School

Metaskill

15%

Grow

Planetology

Planetology

Biology

Biology

Chemistry

Chemistry

Mineralogy

Husbandry

Mineralogy

IQ+5

Husbandry

IQ+5

College

Cost

Military Academy

Prerequisites

0cr*

%d Waiver

Military School or Rank E or J

Metaskill

20%

Organize

Gun

Gun

Ships
Guns

Ships
Guns

Leadership

Leadership

Strategy

Tactics

Strategy

IQ+3

Tactics

IQ+3

Character Generation - 18 -

StarCluster - Character Generation

College

Cost

Thieves College

Prerequisites

0cr**

%d Waiver

COOR 10+ or CHAR 10+ or Rank D

Metaskill

25%

Appear

CHAR

CHAR

IQ+5

IQ+5

Streetwise

Streetwise

Business

Forgery+2

Psychology

Intimidate

Psychology

Negotiate

College

Cost

Journeyman Thief

Prerequisites

0cr**

%d Waiver

COOR 10+ or AGY 10+ or Rank D

Metaskill

25%

Obtain

Picking+2

Picking+2

Snare+2

Snare+2

IQ+5

IQ+5

Gymnastics

COOR

Disguise

COOR

Sneaking

AGY

College

Cost

Prerequisites

Seminary College

0cr***

%d Waiver
Any School

Metaskill

30%

Relate

Streetwise

Streetwise

Negotiation

Negotiation

IQ+5

IQ+5

END+2

Psychology

Psychology

END+2

Herbalism

Drug+2

College

Cost

Acting College

Prerequisites

45cr

%d Waiver

Art or High School or CHAR 10+

Metaskill

25%

Appear

IQ+3

Blade

Streetwise

Streetwise

Drinking

Drug

Psychology

Disguise+2

Disguise+2

CHAR

CHAR

IQ+3

Character Generation - 19 -

StarCluster - Character Generation

College

Cost

Liberal Arts
College

100cr

%d Waiver

any Private, High, or Art School

Metaskill

30%

Relate

Unarm

CHAR

Sociology

Drug

Drinking+2

Drinking+2

Biology+2

Psychology

Mineralogy

Chemistry

History+2

Program

College

Cost

Art College

Prerequisites

45cr

%d Waiver

School for the Arts or High School

Metaskill

20%

Create

IQ+2

IQ+2

Painting+2

Painting+2

Sculpture+2

Sculpture+2

Drinking

Drug

Streetwise

COOR

Streetwise

COOR

College

Cost

Music College

*
**
***

Prerequisites

Prerequisites

50cr

%d Waiver

School for the Arts

Metaskill

20%

Embellish

IQ+5

IQ+5

COOR+2

COOR+2

Music+2

Music+2

END

CHAR

CHAR

Drinking

Psychology

END

Become officer for 6 years


Become apprentice thief for 6 years
become priest for 6 years

Character Generation - 20 -

StarCluster - Character Generation


Post-Graduate Education for Tech Level 8-10

Grad School

Cost

Medical School

Prerequisites

300cr

%d Waiver

Exclusive or Liberal Arts College

Metaskill

20%

Repair

IQ+5

Treat+2

Treat+2

Diagnose

Diagnose

Surgery

Surgery

Drug

Biology

Drug

END

COOR

Grad School

Cost

Law School

Prerequisites

300cr

%d Waiver

Exclusive or Liberal Arts College

Metaskill

20%

Organize

Law+2

Law+2

Sociology

Psychology

CHAR

CHAR

END

Business

IQ+5

END

Negotiate

Law+2

Grad School

Cost

War College

Prerequisites

0cr*

%d Waiver

Military Academy

Metaskill

10%

Analyze

Leadership+2

Tactics+2

Tactics+2

Strategy

Leadership+2

Psychology

IQ+5

Gun

History

History

Research

Research

Character Generation - 21 -

StarCluster - Character Generation


Grad School

Cost

Science Institute

100cr

%d Waiver

Computer or Engineering College

Metaskill

25%

Analyze

Biology

Biology

Chemistry

Chemistry

Physics+2

Physics+2

Research+2

IQ+5

Research+2

IQ+5

END

Drug

Grad School

Cost

Business School

Prerequisites

Prerequisites

200cr

%d Waiver

Rank F, H, L, K, M or N

Metaskill

5%

Sell

Business+2

Business+2

Negotiate

Negotiate

Writing

Psychology

Psychology

IQ+3

Intimidate

Intimidate

Research

Research

Become officer for 6 years

Character Generation - 22 -

StarCluster - Character Generation


Employment Table for Tech Level 8+ Cultures
Note: any roll of Transfer for Tech Level 8 or 9 should be treated as pilot

Job Title

Waiver

Agent

Pre-requisites

30%

Metaskill

Pay Scale

Sell

Negotiation+2, Charisma 8+

100 start
200 jump

Negotiate

Business

Writing

Negotiate

Business

Research

Streetwise

Streetwise

Charisma

Sociology

Psychology

Psychology

Job Title

Waiver

Archaeologist

Pre-requisites

25%

Metaskill

History+2, Sociology+2

Pay Scale

Extract

50 start
200 jump

Low Tech

History

Sociology

Research

Mechanics

Research

Gun

Melee

Unarmed

Endurance

Agility

Negotiate

Job Title

Waiver

Army

Pre-requisites

50%

Metaskill

STR 10+, END 9+,


or Rank J or Military College

Pay Scale

Discipline

50 start
50 jump

Tactics

Strategy

Beam

Melee

Driving

Leadership

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Character Generation - 23 -

StarCluster - Character Generation

Job Title

Waiver

Artist

Pre-requisites

20%

Metaskill

Painting+2 or COOR 9+
or Art College

Pay Scale

Embellish

50 start
100 jump

CHAR

CHAR

Streetwise

Business

Program

Drug

Painting

Sculpture

COOR

Program

Painting

Sculpture

Job Title

Waiver

Asteroid Miner

Pre-requisites

10%

Metaskill

Pilot or Smallcraft

Pay Scale

Orient 3D

60 start
120 jump

Mineralogy

Mineralogy

Chemistry

Transfer

Ships
Guns

Pilot

Pilot

Astronomy

Melee

Gun

Gyrojet

Drug

Job Title

Waiver

Athlete

Pre-requisites

10%

Metaskill

3 Physical Stats above 10

Pay Scale

Discipline

50 start
150 jump

Charisma

Charisma

Streetwise

Business

Program

Drug

STR

COOR

AGY

END

STR

END

Character Generation - 24 -

StarCluster - Character Generation

Job Title

Waiver

Attorney

Pre-requisites

10%

Metaskill

Law School or Law+2

Pay Scale

Protect

100 start
100 jump

Law

Charisma

Writing

Law

Psychology

Negotiate

Writing

Business

Research

Writing

History

Linguistics

Job Title

Waiver

Biologist

Pre-requisites

10%

Metaskill

Biology+3 or Biology+2, Chemistry+2

Pay Scale

Grow

75 start
75 jump

Biology

Biology

Chemistry

Mineralogy

Biology

Chemistry

Program

Program

Electronics

Research

Program

Electronics

Job Title

Waiver

Body Thief

Pre-requisites

15%

Metaskill

Apprentice Thief, Drug+1

Pay Scale

Extract

150 start
150 jump

Sleight

Alert

Streetwise

Sneaking

Sleight

Picking

Diagnose

Biology

Drug

Biology

diagnosis

Drug

Character Generation - 25 -

StarCluster - Character Generation

Job Title

Waiver

Bounty Hunter

Pre-requisites

25%

Metaskill

Beam+2, Smallcraft+2

Pay Scale

Focus

50 start
150 jump

Negotiate

Business

Streetwise

Research

Law

Psychology

Streetwise

Drug

Charisma

Streetwise

Unarmed

Drug

Smallcraft

Beam

Gyrojet

Smallcraft

Dash

Driving

Job Title

Waiver

Bureaucrat

Pre-requisites

40%

Metaskill

CHAR 6-, Programming+2

Pay Scale

Organize

40 start
40 jump

Program

Intimidate

Business

Program

Psychology

Business

Psychology

Sociology

Negotiate

Negotiate

Intimidate

Negotiate

Job Title

Waiver

Burglar

Pre-requisites

15%

Metaskill

COOR 11+, AGY 10+


or Journeyman Thief

Pay Scale

Obtain

50 start
200 jump

Taste

Streetwise

Picking

Sneaking

Gymnastics

Climbing

Blade

Alert

Evaluate

Alert

Sneaking

COOR

Character Generation - 26 -

StarCluster - Character Generation

Job Title

Waiver

Businessman

Pre-requisites

5%

Metaskill

Business+4 or Business+2,
Negotiate+2 or Business School

Pay Scale

Sell

100 start
200 jump

Business

Program

Driving

END

Business

Negotiate

Strategy

Tactics

Research

Leadership

Negotiate

RANK

Job Title

Waiver

Chemist

Pre-requisites

20%

Metaskill

Chimistry+3, Mineralogy

Pay Scale

Analyze

75 start
75 jump

Chemistry

Chemistry

Biology

Biology

Mineralogy

Planetology

Research

END

Research

Chemistry

Negotiate

Writing

Job Title

Waiver

Comm Tech

Pre-requisites

20%

Metaskill

Programming

Pay Scale

Repair

50 start
50 jump

Electronics

Program

CHAR

CHAR

Negotiate

COOR

Program

Crypto

Program

Electronics

Cryptography

Program

Character Generation - 27 -

StarCluster - Character Generation

Job Title

Waiver

Composer

Pre-requisites

15%

Metaskill

Music+3, Write

Pay Scale

Create

100 start
100 jump

Music

Writing

Music

Negotiate

Writing

Music

Writing

Taste

Psychology

Writing

Streetwise

Taste

Job Title

Waiver

Customs

Pre-requisites

20%

Metaskill

Stash+2 or Military College

Pay Scale

Analyze

60 start
60 jump

Law

Law

Drug

Psychology

Psychology

Law

Stash

Beam

Stash

Negotiate

Research

Stash

Job Title

Waiver

Cyberneticist

Pre-requisites

5%

Metaskill

Cybernetics, Research+2
or Cybernetics, Computer College

Pay Scale

Build

100 start
200 jump

Cybernetics

Mechanics

Cybernetics

Electronics

Program

Cybernetics

Linguistics

Negotiate

Linguistics

Research

Research

Linguistics

Character Generation - 28 -

StarCluster - Character Generation

Job Title

Waiver

Dancer

Pre-requisites

10%

Metaskill

AGY 10+, END 9+

Pay Scale

Discipline

60 start
180 jump

AGY

COOR

AGY

STR

CHAR

END

Streetwise

Drug

Charisma

Streetwise

Unarm

Drug

Job Title

Waiver

Diplomat

Pre-requisites

20%

Metaskill

Negotiation+2

Pay Scale

Converse

100 start
200 jump

Disguise

Streetwise

Drug

Melee

Psychology

CHAR

Linguistics

Business

Negotiate

Linguistics

Negotiate

Unarmed

Job Title

Waiver

Doctor

Pre-requisites

10%

Metaskill

Medical School

Pay Scale

Repair

50 start
150 jump

Diagnosis

Biology

Drug

Psychology

Treatment

Treatment

Program

Drug

Program

Business

Sociology

Drug

Character Generation - 29 -

StarCluster - Character Generation

Job Title

Waiver

Drive Tech

Pre-requisites

20%

Metaskill

Drives or Engineering College

Pay Scale

Repair

125 start
125 jump

Drives

Mechanics

Drives

Electronics

Mechanics

Drives

Program

Physics

Mechanics

Electronics

Physics

Research

Job Title

Waiver

Ecologist

Pre-requisites

15%

Metaskill

Chemistry+2, Biology+2

Pay Scale

Analyze

250 start
250 jump

Chemistry

Chemistry

Biology

Mineralogy

Planetology

Planetology

Planetology

Biology

Planetology

Astronomy

Astronomy

pilot

Job Title

Waiver

Engineer

Pre-requisites

5%

Metaskill

Engineering College
or Tech School, IQ 110+

Pay Scale

Design

60 start
120 jump

Drives

Mechanics

Drives

Electronics

Mechanics

Drives

Program

Program

Electronics

Mechanics

Electronics

Program

Character Generation - 30 -

StarCluster - Character Generation

Job Title

Waiver

Entertainer

Pre-requisites

10%

Metaskill

Acting College or CHAR 10+

Pay Scale

Converse

20 start
60 jump

CHAR

CHAR

Streetwise

Business

Program

Drug

Psychology

Psychology

Negotiation

CHAR

END

Drinking

Job Title

Waiver

Explorer

Pre-requisites

1%

Metaskill

Military College
END 10+, STR 10+

Pay Scale

Organize

20 start
100 jump

Planetology

Planetology

Biology

Astronomy

Astronomy

Pilot

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Job Title

Waiver

Farmer

Pre-requisites

25%

Metaskill

Agri College or Agri School, Biology+2

Pay Scale

Grow

10 start
50 jump

Biology

Biology

Chemistry

Mineralogy

Biology

Chemistry

STR

COOR

AGY

END

STR

END

Character Generation - 31 -

StarCluster - Character Generation

Job Title

Waiver

Genetic Tech

Pre-requisites

15%

Metaskill

Genetics or Medical School

Pay Scale

Build

100 start
100 jump

Genetics

Biology

Program

Genetics

Biology

Program

Diagnosis

Biology

Drug

Biology

Diagnosis

Drug

Job Title

Waiver

Genetic Designer

Pre-requisites

5%

Metaskill

Medical School, Genetics+3

Pay Scale

Design

150 start
450 jump

Genetics

Biology

Program

Genetics

Biology

Program

Writing

Linguistics

Program

Writing

Negotiate

Research

Diagnosis

Biology

Drug

Biology

Diagnosis

Drug

Job Title

Waiver

Historian

Pre-requisites

5%

Metaskill

History+2 or Research+2

Pay Scale

Extract

50 start
100 jump

History

Writing

Research

Low Tech

History

Linguistics

Sociology

Research

Sociology

Psychology

Research

Program

Character Generation - 32 -

StarCluster - Character Generation

Job Title

Waiver

Infiltrator

Pre-requisites

20%

Metaskill

Disguise, Sneaking, Picking

Pay Scale

Appear

150 start
150 jump

Disguise

Sneaking

Disguise

Picking

Linguistics

Negotiate

Drinking

Streetwise

Melee

Stash

Business

Drug

Job Title

Waiver

Intruder

Pre-requisites

10%

Metaskill

Military College or Journeyman Thief

Pay Scale

Appear

125 start
125 jump

Electronics

Crypto

Demolition

Electronics

Demolition

Crypto

Driving

Mechanics

Driving

program

Mechanics

Driving

Disguise

Sneaking

Disguise

Picking

Linguistics

Negotiate

Job Title

Waiver

Judge

Pre-requisites

5%

Metaskill

Law+2, Negotiate+2
or Law School, Negotiate+2

Pay Scale

Analyze

250 start
250 jump

Law

CHAR

Writing

Law

Psychology

Negotiate

Writing

Business

Cooking

Writing

Law

Linguistics

Research

History

Research

Sociology

History

Sociology

Character Generation - 33 -

StarCluster - Character Generation

Job Title

Waiver

Lawman

Pre-requisites

20%

Metaskill

END 8+, Gun+2


or Thieves College Gun+2

Pay Scale

Protect

75 start
75 jump

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Law

Law

Streetwise

Psychology

Psychology

Sociology

Job Title

Waiver

Linguist

Pre-requisites

5%

Metaskill

Linguistics+2

Pay Scale

Analyze

150 start
150 jump

Linguistics

Program

Negotiate

Business

Linguistics

Research

Writing

Psychology

Sociology

History

Negotiate

Linguistics

Job Title

Waiver

Magician

Pre-requisites

N/A

Metaskill

PSI 2+, CHAR 9+

Pay Scale

Converse

50 start
150 jump

Telekinesis

Pyrokinesis

Stun

Telekinesis

Interrogate

Shield

Mechanics

Electronics

CHAR

COOR

Drug

Electronics

Sleight

COOR

Sleight

Streetwise

Negotiate

Streetwise

Character Generation - 34 -

StarCluster - Character Generation

Job Title

Waiver

Marines

Pre-requisites

70%

Metaskill

STR 9+, AGY 9+, END 9+, COOR 9+


or Rank J or Military College

Pay Scale

Orient 3D

50 start
50 jump

Pilot

Ships
Guns

Astronomy

Transfer

Smallcraft

Leadership

Tactics

Strategy

Beam

Melee

Leadership

Driving

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Job Title

Waiver

Martial Artist

Pre-requisites

1%

Metaskill

Unarmed+5 or Blade+5 or Melee+5

Pay Scale

Discipline

100 start
100 jump

Melee

Blade

Unarm

Melee

Blade

Unarm

Unarm

STR

AGY

Unarm

END

COOR

Job Title

Waiver

MatTran Tech

Pre-requisites

2%

Metaskill

Military College, PSI 2+ or PSI 3+


TL 10 only

Pay Scale

Repair

100 start
200 jump

Transfer

Program

Interrogate

Biology

Transfer

Interrogate

Diagnosis

Biology

Drug

Drug

Biology

Diagnosis

Character Generation - 35 -

StarCluster - Character Generation

Job Title

Waiver

Mechanic

Pre-requisites

10%

Metaskill

Mechanics+3 or Tech School

Pay Scale

Repair

40 start
160 jump

Electronics

Construction

Mechanics

Electronics

Construction

Mechanics

Mechanics

Driving

Course

Driving

Mechanics

Electronics

Job Title

Waiver

Medic

Pre-requisites

15%

Metaskill

Medical School or Military College

Pay Scale

Repair

100 start
100 jump

Diagnosis

Biology

Drug

Drug

Biology

Diagnosis

Treatment

Drug

Surgery

Diagnosis

Surgery

Drug

Job Title

Waiver

Medical Tech

Pre-requisites

15%

Metaskill

Drug+3 or Medical School, Drug

Pay Scale

Repair

100 start
100 jump

Driving

Mechanics

Driving

Program

Mechanics

Diagnosis

Diagnosis

Biology

Drug

Drug

Biology

Diagnosis

Character Generation - 36 -

StarCluster - Character Generation

Job Title

Waiver

Merc

Pre-requisites

45%

Metaskill

Gun+2 or Beam+2 or Military College

Pay Scale

Discipline

50 start
50 jump

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Blade

Bow

Alert

Drinking

Unarm

Climbing

Job Title

Waiver

Musician

Pre-requisites

10%

Metaskill

Music+2 or END 8+

Pay Scale

Embellish

150 start
150 jump

Music

CHAR

Music

Electronics

Program

Electronics

Streetwise

Streetwise

Drug

Business

CHAR

Melee

Job Title

Waiver

Navy

Pre-requisites

25%

Metaskill

COOR 10+, AGY 9+ or Rank J


or Military College

Pay Scale

Discipline

75 start
75 jump

Pilot

Ships
Guns

Astronomy

Transfer

Smallcraft

Leadership

Gun

Beam

Blade

Melee

Unarmed

Gyrojet

Character Generation - 37 -

StarCluster - Character Generation

Job Title

Waiver

Physicians
Assistant

Pre-requisites

20%

Metaskill

Psychology, Surgery

Pay Scale

Organize

50

Surgery

Treatment

Psychology

Diagnosis

psychology

Herbalism

Streetwise

Negotiate

Drug

Cooking

Unarm

Psychology

Job Title

Waiver

Pirate

Pre-requisites

80%

Metaskill
Smallcraft

Pay Scale

Obtain

50 start
150 jump

Dash

Gyrojet

Smallcraft

Blade

Stash

Pilot

Pilot

Astronomy

Melee

Gun

Gyrojet

Drug

Job Title

Waiver

Poet

Pre-requisites

20%

Metaskill
Writing+2

Pay Scale

Create

30 start
90 jump

Writing

Business

Cooking

Writing

History

Linguistics

Drinking

Streetwise

Melee

Stash

Business

Drug

Character Generation - 38 -

StarCluster - Character Generation

Job Title

Waiver

Priest

Pre-requisites

20%

Metaskill

Seminary College

Pay Scale

Relate

30 start
30 jump

Streetwise

Streetwise

CHAR

Sociology

Psychology

Psychology

CHAR

CHAR

Streetwise

Business

Program

Drug

Job Title

Waiver

Programmer

Pre-requisites

30%

Metaskill

Computer College or Programming+5

Pay Scale

Organize

30 start
60 jump

Program

Program

Electronics

Business

Electronics

Program

Program

Drug

Business

END

END

Research

Job Title

Waiver

Psiman

Pre-requisites

N/A

Metaskill

Psionics College or PSI 3+

Pay Scale

Focus

50 start
100 jump

Shield

Telekinesis

Stun

Interrogate

Healing

Pyrokinesis

Drug

Drinking

Negotiate

Law

END

Negotiate

Character Generation - 39 -

StarCluster - Character Generation

Job Title

Waiver

Ranger

Pre-requisites

20%

Metaskill

STR 10+, END 10+, Biology+2

Pay Scale

Protect

60 start
60 jump

Biology

Biology

Chemistry

Mineralogy

Biology

Chemistry

Law

Tracking

Alert

END

Gun

Course

Job Title

Waiver

Reporter

Pre-requisites

20%

Metaskill

CHAR 10+, END 8+, IQ 110+

Pay Scale

Extract

50 start
100 jump

Streetwise

Streetwise

Drug

Business

Charisma

Unarm

Writing

Driving

Unarm

Gun

Writing

Writing

Job Title

Waiver

Robot Repairman

Pre-requisites

15%

Metaskill

Electronics+2, Mechanics+2

Pay Scale

Repair

100 start
100 jump

Mechanics

Mechanics

Cybernetics

Cybernetics

Electronics

Electronics

Program

COOR

Program

Crypto

Crypto

Evaluate

Character Generation - 40 -

StarCluster - Character Generation

Job Title

Waiver

Robot Designer

Pre-requisites

5%

Metaskill

Computer College, Cybernetics+3

Pay Scale

Design

200 start
400 jump

Cybernetics

Mechanics

Cybernetics

Electronics

Program

Program

Mechanics

Electronics

END

COOR

Mechanics

Electronics

Linguistics

Program

Negotiate

Business

Linguistics

Research

Job Title

Waiver

Security Guard

Pre-requisites

40%

Metaskill
Any College

Pay Scale

Protect

45 start
45 jump

Gun

Alert

Melee

Alert

Gun

Melee

Melee

END

Drinking

Electronics

Unarm

Drug

Job Title

Waiver

Servant

Pre-requisites

25%

Metaskill

RANK A-, COOR 8+

Pay Scale

Relate

20 start
20 jump

STR

COOR

AGY

END

STR

END

Driving

Program

Driving

Program

Psychology

Drug

Character Generation - 41 -

StarCluster - Character Generation

Job Title

Waiver

Smuggler

Pre-requisites

20%

Metaskill

Pilot+2 or Smallcraft+2

Pay Scale

Converse

50 start
200 jump

Dash

Gun

Stash

Negotiate

Business

Pilot

CHAR

CHAR

Streetwise

Business

Program

Drugs

Job Title

Waiver

Social Worker

Pre-requisites

25%

Metaskill

CHAR 8+, Sociology+2


or any college

Pay Scale

Relate

30 start
30 jump

Sociology

Sociology

Program

Program

Drug

Streetwise

Program

Streetwise

Sociology

Psychology

Psychology

Sociology

Job Title

Waiver

Spaceman

Pre-requisites

20%

Metaskill

Military College or Psionics College or


AGY 10+

Pay Scale

Orient 3D

Pilot

Astronomy

Zero-G

Program

Astronomy

Pilot

Gun

Beam

Blade

Melee

Unarm

Gyrojet

Character Generation - 42 -

30 start
30 jump

StarCluster - Character Generation

Job Title

Waiver

Special Forces

Pre-requisites

1%

Metaskill

Military College, END 10+ or


STR 10+, END 10+

Pay Scale

Focus

150 start
150 jump

Zero-G

Driving

Electronics

Zero-G

Electronics

Driving

Electronics

Crypto

Demolition

Mechanics

Crypto

Demolition

Gun

Beam

Blade

Melee

Unarm

Gyrojet

Job Title

Waiver

Spy

Pre-requisites

1%

Metaskill

Acting College or AGY 10+, COOR 10+

Pay Scale

Appear

100 start
100 jump

Disguise

Streetwise

Disguise

Melee

Psychology

CHAR

Tactics

Blade

Melee

Driving

Tactics

Driving

Gun

Beam

Blade

Melee

Unarm

Gyrojet

Job Title

Waiver

Surgeon

Pre-requisites

1%

Metaskill

COOR 10+, Medical School

Pay Scale

Repair

50 start
200 jump

Diagnosis

Biology

Drug

Psychology

Treatment

Treatment

Biology

Surgery
Biology
Surgery
Drug
Character Generation - 43 -

Surgery

StarCluster - Character Generation

Job Title

Waiver

Technician

Pre-requisites

20%

Metaskill

Tech School or Mechanics+2


or programming+2

Pay Scale

Repair

60 start
60 jump

Program

Program

Electronics

Mechanics

Electronics

Mechanics

COOR

Negotiate

Research

Low Tech

Program

Electronics

Job Title

Waiver

Thespian

Pre-requisites

30%

Metaskill

CHAR 10+, END 8+ or Acting College

Pay Scale

Appear

50 start
100 jump

CHAR

Negotiate

Business

Negotiate

Streetwise

CHAR

Drinking

Streetwise

Melee

Disguise

Business

Disguise

Job Title

Waiver

Thief

Pre-requisites

20%

Metaskill

Thieves College or Rank Aor Journeyman Thief

Pay Scale

Obtain

30 start
90 jump

Streetwise

Drug

Business

Streetwise

CHAR

Business

Melee

Stash

Intimidate

Melee

Intimidate

Stash

Character Generation - 44 -

StarCluster - Character Generation

Job Title

Waiver

Thug

Pre-requisites

50%

Metaskill

STR 8+, Melee+2

Pay Scale

Appear

30 start
60 jump

Drinking

STR

Melee

Sneaking

Gun

Unarm

Melee

Gun

Intimidate

Unarm

Intimidate

Stash

Job Title

Waiver

Transport Tech

Pre-requisites

25%

Metaskill

Engineering College
or Driving+2, Mechanics+2

Pay Scale

Repair

75 start
75 jump

Driving

Mechanics

Driving

Program

Mechanics

Driving

Mechanics

Electronics

COOR

COOR

Drug

Electronics

Job Title

Waiver

Transporter

Pre-requisites

40%

Metaskill

COOR 8+, Driving

Pay Scale

Organize

30 start
30 jump

Driving

Driving

END

COOR

Mechanics

Mechanics

Program

Negotiation

Smallcraft

Zero-G

Driving

Program

Character Generation - 45 -

StarCluster - Character Generation

Job Title

Waiver

Unemployed

Pre-requisites

N/A

Metaskill

Pay Scale

Relate

0 start
0 jump

None

Streetwise

Drug

Streetwise

Drug

Unarm

Driving

Negotiate

Program

Drinking

Streetwise

Program

Drinking

Job Title

Waiver

Weapons Tech

Pre-requisites

30%

Metaskill

Military College or Ships Guns+2

Pay Scale

Repair

100 start
100 jump

Program

Physics

Mechanics

Electronics

Physics

Research

Ships
Guns

Electronics

Ships
Guns

Mechanics

Electronic

Mechanic

Job Title

Waiver

Worker

Pre-requisites

65%

Metaskill
Rank 8+

Pay Scale

Build

20 start
20 jump

STR

END

Mechanics

END

STR

COOR

Streetwise

Drug

Streetwise

Drug

Unarm

Driving

Character Generation - 46 -

StarCluster - Character Generation

Job Title

Waiver

Writer

Pre-requisites

20%

Metaskill
Writing

Pay Scale

Create

50 start
150 jump

Writing

Linguistics

Program

Writing

Negotiate

Research

Streetwise

Drug

Streetwise

Drug

Unarm

Driving

Character Generation - 47 -

StarCluster - Character Generation


Characters from Backward (TL5-7) Cultures

Character Generation - 48 -

StarCluster - Character Generation


Star Cluster Character Generation Tables
For Backward (Tech Level 5-7) Cultures
Roll once each for IQ, PSI, and Rank
IQ, PSI, and Rank for Backward (Tech Level 5-7) Cultures
%d roll

IQ

PSI

Rank

Cash

01-09
10-20
21-25
26-30
31-35
36-39
40-42
43-47
48-50
51-53
54-59
60-63
64-67
68-71
72-75
76-79
80-83
84-87
88-91
92-93
94-95
96-97
98-99
00

70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140

0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5

Street Orphan
Poverty Stricken
Very Poor
Welfare Family
Poor Family
Working Class - last child
Farm Child
Working Class - mid child
Working Class Small Family
Working Class - only child
Large Mid Class Family
Medium Mid Class Family
Small Mid Class Family
Military Family - Field Rank
Small Trading Family
Poor Aristocratic Family
Owns Large Mfg Company
Wealthy Trading Family
Military Family General Rank
Agribusiness Family
Rich Aristocratic Family
Rich Trading Family
Family Own Conglom
Royalty Cadet Branch

1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O

10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr

Character Generation - 49 -

StarCluster - Character Generation


StarCluster Character Generation Tables
For Backward Cultures (Tech Levels 5-7)
Waiver applies to either cost or prerequisites, not both, +1 per point of IQ over 120
Secondary Schools for Tech Level 5-7

School

Cost

Exclusive Private
School

Prerequisites

200cr

%d Waiver
Rank I+

Metaskill

10%

Converse

IQ+5

IQ+5

CHAR

RANK

History

Leadership

Writing

Research

IQ+5

COOR+2

Leadership

History

School

Cost

Private Prep
School

Prerequisites

150cr

%d Waiver
Rank G+

Metaskill

20%

Appear

IQ+5

IQ+5

COOR

STR

Writing

AGY

Leadership

COOR

STR

END

AGY

IQ+5

School

Cost

Tech School

Prerequisites

50cr

%d Waiver

COR 9+, IQ 100+

Metaskill

30%

Analyze

IQ+5

IQ+5

COOR+2

COOR+2

END

Program+2

Program+2

Electronics

Mechanics

Electronics

Mechanics

IQ+5

Character Generation - 50 -

StarCluster - Character Generation

School

Cost

Military School

Prerequisites

15cr

%d Waiver

(3 of 4) SRTR. COOR, AGY, END 8+

Metaskill

20%

Discipline

STR+2

STR+2

COOR+2

COOR+2

END+2

END+2

Gun

Gun

Blade

Leadership

IQ+3

IQ+3

School

Cost

High School

Prerequisites

10cr

%d Waiver
Rank 6+

Metaskill

10%

Relate

IQ+4

STR+2

COOR

AGY

END

IQ+4

Cooking

Unarm

Drug

Streetwise

Streetwise

Writing

School

Cost

No School

Prerequisites

0cr

%d Waiver
None

Metaskill

N/A

Obtain

IQ+3

STR+2

COOR+2

END

AGY

IQ+3

Streetwise

Streetwise

Drug

Drug

Melee

Unarm

Character Generation - 51 -

StarCluster - Character Generation


Colleges for Tech Level 5-7

College

Cost

Exclusive

Prerequisites

300cr

%d Waiver

Exclusive Private or Private Prep

Metaskill

10%

Organize

Leadership

Blade

Writing

CHAR

Sociology

Biology

Physics

Planetology

Astronomy

History

Research

IQ+5

College

Cost

Engineering

Prerequisites

150cr

%d Waiver

Tech or Military School

Metaskill

20%

Design

Leadership

Physics

Research

Program

Research

Mechanics

Electronics

Program

Mechanics

Mechanics

IQ+5

IQ+5

College

Cost

Agricultural
College

Prerequisites

75cr

%d Waiver

Agricultural or High School

Metaskill

15%

Grow

Husbandry

Biology

Biology

Biology

Chemistry

Chemistry

Mineralogy

Husbandry

Mineralogy

IQ+5

Husbandry

IQ+5

Character Generation - 52 -

StarCluster - Character Generation

College

Cost

Military Academy

0cr*

%d Waiver

Military School or Rank E or J

Metaskill

20%

Organize

Gun

Gun

Gunnery

Gunnery

Leadership

Leadership

Strategy

Tactics

Strategy

IQ+3

Tactics

IQ+3

College

Cost

Journeyman Thief

Prerequisites

0cr**

%d Waiver

COOR 10+ or AGY 10+ or Rank D

Metaskill

25%

Obtain

Picking+2

Picking+2

Snare+2

Snare+2

IQ+5

IQ+5

Gymnastics

COOR

Disguise

COOR

Sneaking

AGY

College

Cost

Liberal Arts
College

*
**
***

Prerequisites

Prerequisites

100cr

%d Waiver

any Private, High, or Art School

Metaskill

30%

Relate

Writing

CHAR

Sociology

Drug

Drinking+2

Drinking+2

Biology+2

Psychology

Mineralogy

Chemistry

History+2

History

Become officer for 6 years


Become apprentice thief for 6 years
become priest for 6 years

Character Generation - 53 -

StarCluster - Character Generation


Post-Graduate Education for Tech Level 5-7

Grad School

Cost

Medical School

Prerequisites

300cr

%d Waiver

Exclusive or Liberal Arts College

Metaskill

20%

Repair

IQ+5

Treat+2

Treat+2

Diagnose

Diagnose

Surgery

Surgery

Drug

Biology

Drug

END

COOR

Grad School

Cost

Law School

Prerequisites

300cr

%d Waiver

Exclusive or Liberal Arts College

Metaskill

20%

Organize

Law+2

Law+2

Sociology

Psychology

CHAR

CHAR

END

Business

IQ+5

END

Negotiate

Law+2

Grad School

Cost

Science Institute

Prerequisites

100cr

%d Waiver

Engineering College

Metaskill

25%

Analyze

Biology

Biology

Chemistry

Chemistry

Physics+2

Physics+2

Research+2

IQ+5

Research+2

IQ+5

END

Drug

Character Generation - 54 -

StarCluster - Character Generation


Employment Table for Tech Level 5-7 (Backward) Cultures

Job Title

Waiver

Airman

Pre-requisites

10%

Metaskill

Pay Scale

Orient 3D

Military Academy or COOR 10+

start 75
jump 75

Mechanics

Electronics

Mechanics

COOR

END

Electronics

Driving

Driving

Gunnery

Gunnery

Construct

Driving

Job Title

Waiver

Archeologist

Pre-requisites

20%

Metaskill

Pay Scale

Extract

History+2, Sociology+2

start 50
jump 200

Low Tech

History

Sociology

Research

History

Research

Gun

Melee

History

Negotiate

Mechanics

Negotiate

Job Title

Waiver

Sharpshooter

Pre-requisites

15%

Metaskill

Pay Scale

Focus

Gun+4

start 150
jump 150

Gun

Gun

COOR

Streetwise

Streetwise

Gun

Survival

Riding

Unarm

Survival

CHAR

Sleight

Character Generation - 55 -

StarCluster - Character Generation


Job Title

Waiver

Armored

Pre-requisites

10%

Metaskill

Pay Scale

Protect

Military Academy, COOR 8+ or


END 8+, COOR 8+

start 100
jump 100

Gun

Gun

Melee

Melee

Gun

Gunnery

Gunnery

Mechanics

Gunnery

Driving

END

Tactics

Driving

Driving

COOR

Mechanics

Driving

Mechanics

Job Title

Waiver

Artificer

Pre-requisites

10%

Metaskill

Pay Scale

Build

Mechanics+3 or Engineering College

start 175
jump 175

Smithing

Mechanics

Carpentry

Mechanics

Research

Low Tech

Research

Electronics

Low Tech

Electronics

Mechanics

Smithing

Job Title

Waiver

Assassin

Pre-requisites

25%

Metaskill

Pay Scale

Focus

Disguise+2, Blade+2 or
Journeyman Thief

start 50
jump 100

Disguise

Sneaking

Sleight

Forgery

Stash

Drug

Gun

Blade

Blade

Melee

Gun

Unarm

Character Generation - 56 -

StarCluster - Character Generation

Job Title

Waiver

Athlete

Pre-requisites

10%

Metaskill

Pay Scale

Discipline

STR 9+, COOR 9+, AGY 9+, END 9+

start 50
jump 150

STR

COOR

AGY

END

STR

END

CHAR

CHAR

Streetwise

Negotiation

Drug

Dash

Job Title

Waiver

Cook

Pre-requisites

35%

Metaskill

Pay Scale

Create

start 30
jump 30

Cooking+1

Cooking

Herbalism

Taste

Cooking

Taste

Chemistry

Drinking

Streetwise

Blade

Herbalism

Negotiate

Herbalism

Job Title

Waiver

Doctor

Pre-requisites

10%

Metaskill

Pay Scale

Repair

Medical School

start 100
jump 150

Biology

Treatment

Treatment

Biology

Drug

Drug

Program

Diagnosis

Business

Business

Psychology

Diagnosis

Character Generation - 57 -

StarCluster - Character Generation

Job Title

Waiver

Farmer

Pre-requisites

25%

Metaskill

Pay Scale

Grow

Agricultural College or
Rank K or 7

start 20
jump 100

Biology

Biology

Chemistry

Mineralogy

Biology

Chemistry

STR

END

Husbandry

Husbandry

END

Mechanics

Job Title

Waiver

Fortune Teller

Pre-requisites

35%

Metaskill

Pay Scale

Appear

Thieves College od PSI 1+

start 20
Jump 100

Streetwise

Streetwise

Charisma

Psychology

Psychology

Business

Interrogate

Business

Interrogate

Intimidate

Sleight

Sleight

Job Title

Waiver

Infantry

Pre-requisites

40%

Metaskill

Pay Scale

Discipline

STR 10+, END 9+ or RANK J or


Military College

start 60
jump 60

Tactics

END

Survival

Survival

Leadership

END

Gun

Gun

Blade

Melee

Unarm

Unarm

Character Generation - 58 -

StarCluster - Character Generation

Job Title

Waiver

Lawyer

Pre-requisites

10%

Metaskill

Pay Scale

Organize

Law School

50 start
150 jump

CHAR

CHAR

Business

Streetwise

Psychology

END

Law

Research

Psychology

Law

Writing

Research

Job Title

Waiver

Mechanic

Pre-requisites

10%

Metaskill

Pay Scale

Repair

Mechanics+2 or Tech School

40 start
120 jump

Mechanics

Electronics

Mechanics

Electronics

Mechanics

Business

Evaluate

Driving

Business

Negotiate

Construct

Evaluate

Job Title

Waiver

Medic

Pre-requisites

15%

Metaskill

Pay Scale

Repair

Medical School or Military Academy

100 start
100 jump

Diagnosis

Biology

Drug

Biology

Drug

Diagnosis

Treatment

Surgery

Surgery

Diagnosis

Surgery

Drug

Character Generation - 59 -

StarCluster - Character Generation

Job Title

Waiver

Miner

Pre-requisites

25%

Metaskill

Pay Scale

Extract

Mining+1

30 start
30 jump

Mining

Mineralogy

Mining

Masonry

Mining

Masonry

Drinking

Streetwise

Melee

Streetwise

Stash

END

Job Title

Waiver

Musician

Pre-requisites

10%

Metaskill

Pay Scale

Embellish

Music+2 or Music+1. END 9+

150 start
150 jump

Streetwise

Streetwise

Drug

Negotiate

CHAR

END

Music

END

Program

COOR

Music

Music

Job Title

Waiver

Nurse

Pre-requisites

20%

Metaskill

Pay Scale

Organize

Treatment+1

30 start
60 jump

Diagnose

Diagnose

Drug

Treatment

Treatment

Drug

Streetwise

Unarm

Drinking

Streetwise

STR

END

Character Generation - 60 -

StarCluster - Character Generation

Job Title

Waiver

Police

Pre-requisites

25%

Metaskill

Pay Scale

Protect

Law+1, Gun+1

75 start
75 jump

Law

Research

Law

Psychology

Streetwise

Streetwise

Gun

Alertness

Melee

Alertness

Gun

Melee

Job Title

Waiver

Reporter

Pre-requisites

20%

Metaskill

Pay Scale

Extract

Write+1, END 8+

50 start
50 jump

Streetwise

Streetwise

Drinking

Business

Research

CHAR

Driving

Unarm

Writing

Writing

Gun

Streetwise

Job Title

Waiver

Salesman

Pre-requisites

30%

Metaskill

Pay Scale

Sell

Business+1 or Business School

50 start
50 jump

Business

Business

Program

CHAR

Driving

Negotiation

Streetwise

Streetwise

Drinking

Research

Psychology

Business

Character Generation - 61 -

StarCluster - Character Generation

Job Title

Waiver

Scout

Pre-requisites

20%

Metaskill

Pay Scale

Observe

Survival, Sneaking, Tracking or


Journeyman Thief

60 start
120 jump

Sneaking

Forestry

Dowsing

Survival

Sneaking

Swimming

Blade

AGY

Blade

Gun

COOR

Dash

Job Title

Waiver

Special Forces

Pre-requisites

1%

Metaskill

Pay Scale

Focus

Military College, END 10+ or


AGY 10+, END 10+

150 start
150 jump

END

Electronics

Mechanics

AGY

Crypto

Crypto

Electronics

Demolition

Demolition

Dash

Swimming

Demolition

Gun

Gun

Blade

Unarm

Unarm

Melee

Job Title

Waiver

Spy

Pre-requisites

1%

Metaskill

Pay Scale

Appear

AGY 10+, COOR 10+, Any College

100 start
100 jump

Disguise

Disguise

Streetwise

Streetwise

Crypto

Crypto

Demolition

Electronics

Demolition

Disguise

Psychology

Dash

Gun

Gun

Blade

Unarm

Unarm

Blade

Character Generation - 62 -

StarCluster - Character Generation

Job Title

Waiver

Tinker

Pre-requisites

15%

Metaskill

Pay Scale

Repair

Mechanics+1

30 start
30 jump

Drinking

Streetwise

Streetwise

Stash

Business

Stash

Mechanics

Smithing

Mechanics

Carpentry

Electronics

Mechanics

Job Title

Waiver

Unemployed

Pre-requisites

N/A

Metaskill

Pay Scale

Relate

0 start
0 jump

None

Streetwise

Drug

Streetwise

Drinking

Streetwise

Drinking

Unarmed

Psychology

Negotiate

Cooking

Driving

Psychology

Job Title

Waiver

Writer

Pre-requisites

20%

Metaskill

Writing+1

Pay Scale

Observe

50 start
150 jump

Streetwise

Research

Writing

Writing

Research

Streetwise

Drinking

Psychology

Psychology

History

Negotiate

Sociology

Character Generation - 63 -

StarCluster - Character Generation


Characters from Primitive (TL1-4)Cultures

Character Generation - 64 -

StarCluster - Character Generation


StarCluster Character Generation Tables
For Primitive (Tech Level 1-4) Cultures
Roll once each for IQ, PSI, and Rank
IQ, PSI, and Rank for Tech Level 1-4 Cultures.
%d roll

IQ

PSI

Rank

Cash

01-09
10-20
21-25
26-30
31-35
36-39
40-65
66-67
68-69
70-71
72-75
76-77
78-79
80-81
82-83
84
85
86-88
89
90-95
96
97
98-99
00

70
80
85
90
95
100
105
107
109
111
113
115
117
119
121
123
125
127
129
131
133
135
137
140

0
0
0
0
0
0
0
1
1
1
1
2
2
2
2
2
3
3
3
4
4
4
5
5

Street Orphan
Serf
Serf
Serf
Serf
Peasant
Peasant
Peasant
Peasant
Peasant
Artisan
Yeoman
Yeoman
Military
Artisan
Aristocrat
Artisan
Merchant
Military
Gentry
Aristocrat
Merchant
Merchant
Aristocrat

1
2
3
4
5
6
7
8
9
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O

10cr
15cr
20cr
25cr
30cr
40cr
45cr
55cr
60cr
65cr
70cr
75cr
80cr
85cr
95cr
100cr
200cr
300cr
350cr
400cr
500cr
700cr
900cr
1000cr

Character Generation - 65 -

StarCluster - Character Generation


StarCluster Character Generation Tables
For Tech Levels 1-4
+1 per IQ over 120 on all waiver rolls
Waiver applies to either cost or prerequisites, not both.
Apprenticeships for Tech Levels 1-4

Apprenticeship
Hunter

Cost

Prerequisites

10cr

%d Waiver
END 8+

Metaskill

20%

Focus

IQ+5

IQ+5

Bow

END

END

Tracking

Tracking

Snare

AGY

Melee

Bow

Snare

Apprenticeship
Smith

Cost

Prerequisites

50cr

%d Waiver

STR 10+, END 8+

Metaskill

10%

Repair

IQ+10

IQ+10

STR+2

STR+2

END

Mineralogy

Smithing

Mechanics

Mineralogy

Smithing

Mineralogy

Mechanics

Apprenticeship
Mason

Cost

Prerequisites

50cr

%d Waiver

STR 8+, COOR 8+ or Rank 8

Metaskill

25%

Build

IQ+4

IQ+4

STR

COOR

COOR

END

Construction

Carpentry

Masonry

Masonry

Mineralogy

Sculpting

Character Generation - 66 -

StarCluster - Character Generation

Apprenticeship
Entertainer

Cost

Prerequisites

15cr

%d Waiver

COOR 8+, CHAR 10+

Metaskill

20%

Appear

IQ+3

COOR

COOR

AGY

AGY

CHAR+2

Music

Music

Gymnastics

Streetwise

Streetwise

Gymnastics

Apprenticeship
Artificer

Cost

Prerequisites

100cr

%d Waiver

COOR 8+, IQ 100+

Metaskill

30%

Create

IQ+11

IQ+11

COOR+2

COOR+2

END+2

END+2

Carpentry

Mechanics

Mechanics

Smithing

Construction

Carpentry

Apprenticeship
Farmer

Cost

Prerequisites

10cr

%d Waiver

STR 8+, END 8+

Metaskill

25%

Grow

STR+2

STR+2

STR+2

END+2

END+2

END+2

Biology

Biology

Husbandry

Husbandry

Herbalism

Business

Character Generation - 67 -

StarCluster - Character Generation

Apprenticeship
Mage

Cost

Prerequisites

150cr

%d Waiver

Metaskill

25%
Cost Only

Focus

PSI 3+

IQ+10

IQ+10

END+2

END+2

COOR

COOR

Writing

Telekinesis

Shield

Shield

Sleight

Sleight

Apprenticeship
Warrior

Cost

Prerequisites

100cr

%d Waiver

(3 of 4) SRTR 8+, COOR 8+, AGY 8+,


END 8+

Metaskill

20%

Discipline

IQ+3

STR+2

STR+2

COOR

AGY

END+2

Riding

Blade

Blade

Bow

Melee

Riding

Apprenticeship
Thief

Cost

Prerequisites

10cr

%d Waiver

COOR 8+, AGY 8+

Metaskill

20%

Obtain

IQ+10

IQ+10

COOR

COOR

AGY

AGY

Sneaking

Sleight

Picking

Sneaking

Blade

Picking

Character Generation - 68 -

StarCluster - Character Generation

Apprenticeship
None

Cost

Prerequisites

N/A

%d Waiver
None

Metaskill

N/A

Relate

IQ+5

Streetwise

STR

COOR

AGY

END

Streetwise

Drinking

Sleight

CHAR

Melee

Unarm

Character Generation - 69 -

StarCluster - Character Generation


Colleges and Journeymanships for Tech Level 1-4

College

Cost

College of Science

Prerequisites

150cr

%d Waiver

Apprentice Artificer or IQ 120+

Metaskill

10%

Analyze

IQ+5

Chemistry

Mineralogy

Biology

Smithing

Mechanics

History

Research

Mechanics

Research

Linguistics

Writing

Journeymanship
Smith

Cost

Prerequisites

100cr

%d Waiver

Apprentice Smith or
STR 10+, COOR 9+

Metaskill

20%

Build

IQ+5

STR

STR

Smithing

Smithing

Mineralogy

Mining

Melee

Smithing

Mechanics

Mineralogy

Business

College

Cost

Mage

Prerequisites

200cr

%d Waiver

Metaskill

20%
Cost only

Focus

Apprentice Mage or PSI 4+

Interrogate

Telekinesis

Pyrokinesis

Shield

Shield

Healing

Healing

Stun

Interrogate

Healing

Telekinesis

Dowse

Character Generation - 70 -

StarCluster - Character Generation

College

Cost

Bardic

Prerequisites

100cr

%d Waiver

Apprentice Entertainer or CHAR 10+

Metaskill

25%

Create

IQ+10

IQ+10

Music

History+2

History+2

Music

Unarm

Psychology

Writing

Herbalism

Sociology

Diagnose

Journeymanship
Military

Cost

Prerequisites

0*

%d Waiver

Apprentice Warrior or Ride+1, Blade+1

Metaskill

20%

Organize

Blade

Engines or
Gunnery

Bow

Engines or
Gunnery

Tactics

Strategy

Riding

Leadership

Riding

Bow

Blade

Leadership

College

Cost

Seminary

Prerequisites

0***

%d Waiver

Any Apprenticeship

Metaskill

30%

Relate

Herbalism

Herbalism

Psychology

Cooking

Dowsing

Writing

Brewing

Law

Writing

Research

Linguistics

History

Character Generation - 71 -

StarCluster - Character Generation

Journeymanship
Mason

Cost

Prerequisites

75cr

%d Waiver

Apprentice Mason or COOR 10+

Metaskill

30%

Build

Masonry+2

Masonry+2

Carpentry

Carpentry

Construction

Construction

Mechanics

Melee

Sculpting

Mineralogy

Cooking

Drinking

Journeymanship
Thief

Cost

Prerequisites

0**

%d Waiver

Apprentice Thief or COOR 10+ or


AGY 10+

Metaskill

25%

Obtain

IQ+10

Picking+2

Snare

Gymnastics

Sleight+2

COOR

Sneaking

Sneaking

Picking+2

Snare

Gymnastics

Sleight+2

Journeymanship
Naval

Cost

Prerequisites

0*

%d Waiver

Apprentice Warrior or
COOR 9+, END 9+

Metaskill

20%

Organize

Course+2

Steer+2

Weather

Sailing+2

Rope Use

Steer+2

Mechanics

Blade

Engines or
Gunnery

Course+2

Sailing+2

Engines or
Gunnery

Character Generation - 72 -

StarCluster - Character Generation

Journeymanship
Artist

*
**
***

Cost

Prerequisites

50cr

%d Waiver

COOR 9+, CHAR 10+

Metaskill

20%

Observe

Painting+2

Painting+2

Sculpture

Sculpture

History

Drinking

Drinking

Chemistry

Chemistry

Mineralogy

Research

Mechanics

Become officer for 6 years


Become thief for 6 years
become priest for 6 years

Character Generation - 73 -

StarCluster - Character Generation


Post-Graduate Education for Tech Level 1-4

Post-Graduate
Medicine

Cost

Prerequisites

300cr

%d Waiver

College of Science

Metaskill

20%

Repair

IQ+7

IQ+7

Biology

Biology

Herbalism

Diagnose+2

Treatment

Surgery

Diagnose+2

Treatment

Surgery

COOR

Post-Graduate
Law

Cost

Prerequisites

300cr

%d Waiver
Any College

Metaskill

20%

Organize

Law+2

Law+2

CHAR

CHAR

Streetwise

Research

Research

History

History

Writing

Writing

Law+2

Post-Graduate
Science

Cost

Prerequisites

100cr

%d Waiver

College of Science

Metaskill

25%

Analyze

IQ+7

Biology+2

Chemistry

Physics

Physics

Biology+2

Mineralogy

Mechanics

Mechanics

Research

Research

Chemistry

Character Generation - 74 -

StarCluster - Character Generation


Employment Table for Tech Level1-4 (Primitive) Cultures

Job Title

Waiver

Archer/Marksman

Pre-requisites

15%

Metaskill

Pay Scale

Focus

Bow+4 or Gun+4

150 start
150 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Bow or
Gun

Melee

Snare

Survival

Tracking

Cooking

Tracking

Snare

Job Title

Waiver

Archivist

Pre-requisites

15%

Metaskill

Pay Scale

Organize

History+3 or Research+2

150 start
150 jump

Research

Research

History

Sociology

History

Sociology

Writing

Cooking

Writing

History

Linguistics

Research

History

History

Writing

Linguistics

Taste

Writing

Job Title

Waiver

Artificer

Pre-requisites

10%

Metaskill

Pay Scale

Build

Mechanics+3 or Apprentice Artificer


or College of Science

75 start
75 jump

Research

Research

History

Mechanics

Research

History

Smithing

Mechanics

Carpentry

Masonry

Construction

Carpentry

Character Generation - 75 -

StarCluster - Character Generation

Job Title

Waiver

Assassin

Pre-requisites

25%

Metaskill

Pay Scale

Focus

Disguise+2, Blade, Herbalism or


Journeyman Thief

50 start
150 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Bow or
Gun

Melee

Disguise

Sneaking

Sleight

Herbalism

Forgery

Herbalism

Job Title

Waiver

Barkeep

Pre-requisites

30%

Metaskill

Pay Scale

Relate

Brewing

30 start
90 jump

Psychology

Streetwise

Psychology

Business

Brewing

Brewing

Drinking

Melee

Streetwise

Brewing

Business

Stash

Job Title

Waiver

Buccaneer

Pre-requisites

25%

Metaskill

Pay Scale

Obtain

Sailing

50 start
150 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Bow or
Gun

Melee

Steer

Engines or
Gunnery

Astronomy

Course

Sailing

Engines or
Gunnery

Blade

Leadership

Streetwise

Gymnastics

Dash

Stash

Character Generation - 76 -

StarCluster - Character Generation

Job Title

Waiver

Burglar

Pre-requisites

15%

Metaskill

Pay Scale

Obtain

COOR 10+, AGY 10+ or


Journeyman Thief

50 start
200 jump

Taste

Streetwise

Picking

Sneaking

Gymnastics

Climbing

Melee

Alertness

Evaluate

Evaluate

Sneaking

Gymnastics

Job Title

Waiver

Carpenter

Pre-requisites

20%

Metaskill

Pay Scale

Build

Carpentry

75 start
75 jump

Carpentry

Masonry

Carpentry

Forestry

Carpentry

Forestry

Construction

Carpentry

Sculpting

Construction

Taste

Construction

Job Title

Waiver

Cavalier

Pre-requisites

10%

Metaskill

Pay Scale

Focus

Riding+3, Blade+2 or
Rank G, K, L, or O

200 start
200 jump

Riding

Bow or
Gun

Bow or
Gun

Blade

Blade

Riding

Melee

Leadership

Leadership

CHAR

Riding

Taste

Character Generation - 77 -

StarCluster - Character Generation

Job Title

Waiver

Chasseur

Pre-requisites

25%

Metaskill

Pay Scale

Extract

Riding+2, Melee+2, (Bow +2or Gun+2)

100 Start
150 Jump

Snare

Tanning

Melee

Tracking

Survival

Herbalism

Riding

Melee

Forestry

Survival

Sneaking

Swimming

Job Title

Waiver

Cobbler

Pre-requisites

30%

Metaskill

Pay Scale

Repair

COOR 8+, END 8+

15 start
15 jump

Tanning

Tanning

Cooking

Business

Streetwise

Streetwise

Drinking

Streetwise

Negotiate

Tanning

Blade

COOR

Job Title

Waiver

Condotierri

Pre-requisites

20%

Metaskill

Pay Scale

Organize

Engines or Gunnery or
Journeyman Military

50 start
150 jump

Riding

Bow or
Gun

Bow or
Gun

Engines or
Gunnery

Engines or
Gunnery

Construction

Strategy

Tactics

Blade

Negotiate

Leadership

Masonry

Character Generation - 78 -

StarCluster - Character Generation

Job Title

Waiver

Cutpurse

Pre-requisites

20%

Metaskill

Pay Scale

Obtain

COOR 10+ or Journeyman Thief

20 start
60 jump

Sleight

Alertness

Streetwise

Sneaking

Sleight

Picking

Blade

Evaluate

Negotiate

Unarmed

Alertness

Evaluate

Job Title

Waiver

Falconer

Pre-requisites

15%

Metaskill

Pay Scale

Discipline

Husbandry+2, Training

50 start
100 jump

Training

Husbandry

Training

Riding

Alertness

Weather

Riding

Forestry

Survival

Training

Survival

Climbing

Job Title

Waiver

Fencer

Pre-requisites

15%

Metaskill

Pay Scale

Focus

Blade+4

100 start
200 jump

Blade

Blade

Blade

Dash

Dash

STR

Taste

Streetwise

Psychology

Psychology

Gun

Gun

Character Generation - 79 -

StarCluster - Character Generation

Job Title

Waiver

Fisherman

Pre-requisites

45%

Metaskill

Pay Scale

Extract

END8+, STR 6+

30 start
30 jump

STR

END

END

Rope Use

Sailing

Steer

Sailing

Steer

Weather

Weather

Rope Use

END

Job Title

Waiver

Fool

Pre-requisites

5%

Metaskill

Pay Scale

Converse

IQ 110+, CHAR 8+ or Bardic College

150 start
150 jump

COOR

AGY

COOR

AGY

CHAR

CHAR

Sleight

Sleight

Sleight

Stash

Psychology

Streetwise

Stash

Gymnastics

Job Title

Waiver

Forester

Gymnastics Gymnastics
Psychology

History

Pre-requisites

40%

Metaskill

Pay Scale

Extract

Forestry, Melee

50 start
50 jump

Forestry

Forestry

Climbing

Climbing

Melee

Melee

Tracking

Snare

Cooking

Snare

Tracking

Survival

Character Generation - 80 -

StarCluster - Character Generation

Job Title

Waiver

Guide

Pre-requisites

15%

Metaskill

Pay Scale

Observe

Tracking, Survival

50 start
50 jump

Tracking

Snare

Cooking

Snare

Tracking

Survival

Forestry

Bow or
Gun

Bow or
Gun

Riding

Herbalism

Herbalism

Job Title

Waiver

Handler

Pre-requisites

20%

Metaskill

Pay Scale

Discipline

Training, Husbandry

30 start
90 jump

Husbandry

Cooking

Husbandry

STR

END

Herbalism

Training

Training

Diagnose

Herbalism

Training

Treatment

Job Title

Waiver

Herald

Pre-requisites

15%

Metaskill

Pay Scale

Converse

CHAR 8+, History

150 start
150 Jump

Riding

Bow or
Gun

Bow or
Gun

Blade

Blade

Riding

Research

History

Research

Sociology

History

Sociology

Character Generation - 81 -

StarCluster - Character Generation

Job Title

Waiver

Herbalist

Pre-requisites

20%

Metaskill

Pay Scale

Extract

Herbalism+2 or College of Sciences

100 start
150 jump

Herbalism

Biology

Herbalism

Biology

Herbalism

Psychology

Diagnose

Diagnose

Chemistry

Chemistry

Drug

Drug

Job Title

Waiver

Highwayman

Pre-requisites

30%

Metaskill

Pay Scale

Obtain

Blade+2, Riding+2 or
Journeyman Thief

100 start
100 jump

AGY

Blade

Riding

Gun

Streetwise

Riding

Gun

Gun

Blade

Blade

Gun

Blade

Drinking

Streetwise

Drinking

Stash

Stash

Dash

Job Title

Waiver

Hunter

Pre-requisites

30%

Metaskill

Pay Scale

Extract

Bow or Gun

15 start
30 jump

Tracking

Snare

Cooking

Survival

Tracking

Snare

Bow or
Gun

Survival

Snare

Bow or
Gun

Tanning

Forestry

Character Generation - 82 -

StarCluster - Character Generation

Job Title

Waiver

Jongleur

Pre-requisites

20%

Metaskill

Pay Scale

Embellish

Music, Writing or Bardic College

100 start
100 jump

Music

Writing

Music

Negotiate

Writing

Blade

Drinking

Streetwise

Blade

Stash

Business

Streetwise

Job Title

Waiver

Judge

Pre-requisites

5%

Metaskill

Pay Scale

Analyze

Law+3, Negotiate+2 or
Law School, Negotiate+2

250 start
250 jump

Law

CHAR

Writing

Law

Psychology

Negotiate

Writing

Business

Law

Writing

CHAR

History

Research

History

Research

Sociology

History

Sociology

Job Title

Waiver

Knight

Pre-requisites

10%

Metaskill

Pay Scale

Appear

Riding+3, Melee+2, CHAR 8+ or


Rank G, K, L, or O

100 start
100 jump

Tactics

Strategy

Blade

Riding

Riding

Leadership

Melee

Melee

Riding

Blade

Tactics

CHAR

Training

Training

Leadership

CHAR

Strategy

Husbandry

Character Generation - 83 -

StarCluster - Character Generation

Job Title

Waiver

Leech

Pre-requisites

20%

Metaskill

Pay Scale

Repair

Treatment, Diagnose

30 start
30 jump

Surgery

Surgery

Diagnose

Treatment

Psychology

Herbalism

Streetwise

Streetwise

Herbalism

Biology

Sleight

Sleight

Job Title

Waiver

Limner

Pre-requisites

205

Metaskill

Pay Scale

Embellish

COOR 10+ or Painting or


Journeyman Artist

20 start
20 jump

Painting

Painting

Writing

Taste

Forgery

Taste

Carpentry

Drinking

Streetwise

Negotiate

Streetwise

Painting

Job Title

Waiver

Mason

Pre-requisites

205

Metaskill

Pay Scale

Build

masonry+2 or Journeyman Mason

30 start
90 jump

Masonry

STR

Masonry

Carpentry

Mineralogy

Sculpting

Mining

Masonry

Mining

Construction

Construction

Mineralogy

Character Generation - 84 -

StarCluster - Character Generation

Job Title

Waiver

Mercenary

Pre-requisites

45%

Metaskill

Pay Scale

Obtain

Blade+2

50 start
50 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Melee

Intimidation

Survival

Herbalism

Riding

Survival

Alertness

Drinking

Job Title

Waiver

Messenger

Pre-requisites

30%

Metaskill

Pay Scale

Protect

CHAR 8+, Riding+2

75 start
75 jump

END

AGY

CHAR

Streetwise

Gymnastics

Swimming

Riding

Riding

Survival

Sneaking

Riding

END

Job Title

Waiver

Mountebank

Pre-requisites

20%

Metaskill

Pay Scale

Appear

COOR 8+, Sleight+2 or


Journeyman Thief

50 start
100 jump

Sleight

COOR

Sleigh

Streetwise

Negotiation

Streetwise

Law

Picking

Disguise

Sneaking

Evaluate

Negotiation

Character Generation - 85 -

StarCluster - Character Generation

Job Title

Waiver

Pilgrim

Pre-requisites

50%

Metaskill

Pay Scale

Focus

5 start
5 jump

END 6+

Drinking

Streetwise

END

Linguistics

Negotiate

Streetwise

Negotiation

END

Sociology

Sociology

Survival

Alertness

Job Title

Waiver

Poet

Pre-requisites

20%

Metaskill

Pay Scale

Create

Writing+2

30 start
90 jump

Writing

Negotiate

Writing

History

Linguistics

Writing

Drinking

Streetwise

Blade

Stash

Streetwise

Negotiate

Job Title

Waiver

Portraitist

Pre-requisites

15%

Metaskill

Pay Scale

Observe

Painting+3

50 start
150 jump

Painting

Painting

Taste

Taste

Forgery

Carpentry

Melee

Alertness

Drinking

Streetwise

Streetwise

Psychology

Character Generation - 86 -

StarCluster - Character Generation

Job Title

Waiver

Sailor

Pre-requisites

35%

Metaskill

Pay Scale

Organize

COOR 8+, AGY 9+ or Rank J or


Naval Journeyman

75 start
75 jump

Steer

Engines or
Gunnery

Astronomy

Engines or
Gunnery

Sailing

Leadership

Gun

Gun

Blade

Course

Rope Use

Blade

Job Title

Waiver

Shipwright

Pre-requisites

10%

Metaskill

Pay Scale

Build

shipbuilding, carpentry or
Naval Journeyman

200 start
200 jump

Steer

Engines or
Gunnery

Astronomy

Course

Sailing

Rope Use

Carpentry

Shipbuilding

Sculpting

Shipbuilding

Physics

Mechanics

Job Title

Waiver

Slave

Pre-requisites

N/A

Metaskill

Pay Scale

Appear

5 start
5 jump

None

Sleight

COOR

Sleight

Streetwise

Psychology

Streetwise

Cooking

Herbalism

Cooking

Taste

Business

Husbandry

Character Generation - 87 -

StarCluster - Character Generation

Job Title

Waiver

Smith

Pre-requisites

10%

Metaskill

Pay Scale

Repair

Smithing+2 or Journeyman Smith

50 start
150 jump

Smithing

STR

Mineralogy

Smithing

Carpentry

Mechanics

Mechanics

Smithing

Carpentry

Mechanics

Research

END

Job Title

Waiver

Soldier

Pre-requisites

50%

Metaskill

Pay Scale

Discipline

STR 8+, END 9+ or Rank J or


Military Journeyman

50 start
50 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Melee

Bow or
Gun

Tactics

Strategy

Leadership

Cooking

Survival

Stash

Job Title

Waiver

Squire

Pre-requisites

35%

Metaskill

Pay Scale

Organize

Riding, Husbandry, Smithing

50 start
100 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Melee

Bow or
Gun

Riding

Smithing

Dowsing

Survival

Training

Husbandry

Character Generation - 88 -

StarCluster - Character Generation

Job Title

Waiver

Street Rat

Pre-requisites

50%

Metaskill

Pay Scale

Relate

Rank 4 or less

10 start
10 jump

Drinking

Streetwise

Negotiate

Streetwise

Intimidate

Psychology

Melee

Stash

Blade

Stash

Sleight

Intimidate

Job Title

Waiver

Thespian

Pre-requisites

30%

Metaskill

Pay Scale

Appear

CHAR 10+, END 8+ or Bardic College

50 start
100 jump

CHAR

Negotiate

Psychology

Negotiate

Streetwise

Psychology

Disguise

Streetwise

Disguise

Sleight

Blade

Sleight

Job Title

Waiver

Thug

Pre-requisites

50%

Metaskill

Pay Scale

Appear

STR 8+, Melee+2

30 start
60 jump

Intimidate

Negotiate

Intimidate

STR

Drinking

STR

Gun

Gun

Melee

Melee

Unarm

Unarm

Character Generation - 89 -

StarCluster - Character Generation

Job Title

Waiver

Voyager

Pre-requisites

10%

Metaskill

Pay Scale

Observe

Astronomy, Course, Writing

50 start
200 jump

Steer

Engines or
Gunnery

Astronomy

Course

Sailing

Rope Use

Writing

History

Writing

Research

Business

Painting

Job Title

Waiver

Warrior

Pre-requisites

30%

Metaskill

Pay Scale

Focus

STR 8+, Blade+2

60 start
60 jump

Bow or
Gun

Bow or
Gun

Blade

Blade

Melee

Bow or
Gun

STR

COOR

Tactics

Dash

Survival

Dash

Job Title

Waiver

Waterman

Pre-requisites

50%

Metaskill
Organize

Steer, Swimming

Steer

Steer

Drinking

Streetwise

Pay Scale
30 start
60 jump

Intimidate

Streetwise

Unarm

Melee

Character Generation - 90 -

StarCluster - Character Generation

Job Title

Waiver

Weaver

Pre-requisites

35%

Metaskill

Pay Scale

Build

weaving+1 or COOR 8+

50 start
50 jump

Weaving

Business

Weaving

Taste

Weaving

Evaluate

Streetwise

Melee

Business

Evaluate

Taste

Streetwise

Job Title

Waiver

Wizard

Pre-requisites

N/A

Metaskill

Pay Scale

Focus

PSI 2+, History+2 or Mage College

50 Start
150jump

Shield

Telekinesis

Stun

Interrogate

Pyrokinesis

Heal

Blade

Low Tech

Herbalism

History

Low Tech

Mechanics

Job Title

Waiver

Yeoman

Pre-requisites

30%

Metaskill

Pay Scale

Grow

Husbandry, Training

50 start
50 jump

Bow

Snare

Survival

Tanning

Husbandry

Evaluate

Husbandry

STR

Husbandry

END

Herbalism

Bow

Character Generation - 91 -

StarCluster - Character Generation


General Appearance - Optional
Roll or choose one from each column
2d10
Roll

Face

Eyes

Nose

Mouth Other

Demeanor

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Round
Round
Round
Narrow
Narrow
Narrow
Heart
Heart
Heart
Oval
Oval
Oval
Oval
Pointed
Pointed
Pointed
Square
Square
Square

Round
Round
Round
Narrow
Narrow
Narrow
Tilted
Tilted
Tilted
Slanted
Slanted
Slanted
Slanted
Pop
Pop
Pop
Pouched
Pouched
Pouched

Wide
Wide
Wide
Beaked
Beaked
Beaked
Straight
Straight
Straight
Small
Small
Small
Small
Sharp
Sharp
Sharp
Bulbed
Bulbed
Bulbed

Thick
Thick
Thick
Hard
Hard
Hard
Soft
Soft
Soft
Small
Small
Small
Small
Thin
Thin
Thin
Wide
Wide
Wide

Slouched
Nervous
Scarred
Bitter
Hard
Lean
Soft
Graceful
Gentle
Straight
Neat
Quick
Dainty
Fluid
Awkward
Hulking
Slow
Pensive
Sloppy

Small Eyes
Close-set Eyes
Heavy Brow
Broad Brow
Large Eyes
Shadowed Eyes
Piercing Eyes
High Cheeks
Rosy Cheeks
Hollow Cheeks
Freckles
Visible Moles
Mottled Skin
Cleft Chin
Long Earlobes
Tattooed
Long Fingers
Large Hands
Six Fingers

Character Traits - Optional


Roll or choose one from each column
2d6
Roll

Music

Sports

Trivox

Reading

Miscellaneous

2
3
4
5
6
7
8
9
10
11
12

Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays

Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Plays
Plays

Hates
Hates
Dislikes
Indifferent
Enjoys
Enjoys
Fan
Fan
Loves
Addict
Addict

Never
Never
Seldom
Occasionally
Occasionally
Often
Often
Always
Always
Addict
Addict

History Buff
Tinkerer
Builds Models
Enjoys Dancing
Collects Things
Gamer
Gambler
Hunts
Gourmet
Drug Addict
Alcoholic

Note: TL 1-6 characters should replace Trivox with Plays.


Tech Level 7 should replace Trivox with Television.
Character Generation - 92 -

StarCluster - Character Generation


Character Descriptive Characteristics - Optional
Sastras: Roll three times on Body Fur Color. The first color is the Mane. The Lighter of the next two rolls is the Belly Fur, the other being the Body
Fur. Roll once each for Skin and Eye Color.

Vantors:

Roll once on Skin color. Then roll 1d6 times on Eye Color for Skin Pattern
Colors. Roll once more on Eye Color for eyes.

Tagris:

Roll as a Human.

Human:

Roll once each on Hair, Eye and Skin Color.

Note:

A choice can be made instead of any roll. SaHus, VaHus, and HuTas roll or
choose as is appropriate.

%D Roll

Hair /Mane
Body Fur Color

Eye
Color

Skin
Color

01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-93
94-96
97-98
99
00

White
Platinum Blonde
Pale Blonde
Light Blonde
Medium Blonde
Ash Blonde
Strawberry Blonde
Light Auburn
Sherry
Copper
Dark Auburn
Sandy
Light Brown
Soft Brown
Medium Brown
Dark Brown
Chocolate Brown
Jet
Raven
Grey
Pink*
Blue*
Fuchsia*

Pink
Pale Blue
Sky Blue
Dark Blue
Sapphire
Blue-Green
Pale Grey
Steel Grey
Grey-Green
Light Green
Leaf Green
Dark Green
Emerald
Hazel
Amber
Light Brown
Dark Brown
Chocolate Brown
Jet
Chrome*
Ruby*
Amethyst*
Coral*

Albino
Pale White
Pale Pink
Ruddy
Creamy
Tan
Yellow Tan
Yellow Brown
Deep Yellow
Light Copper
Dark Copper
Swarthy
Light Olive
Dark Olive
Cafe Au Lait
Light Brown
Dark Brown
Chocolate brown
Jet
Green*
Orange*
Red*
Purple*

*Represents various possible dyes. These colors are non-natural and are manufactured only at TL 7+

Character Generation - 93 -

StarCluster - Skills and Metaskills

StarCluster
Guide to Skills
and Metaskills
Skills and Metaskills
All skills work at a base chance of success of 45% at level+1, and 5% is added per level of skill. Each skill has a
characteristic which modifies its chance of success - either a physical characteristic such as strength, coordination, agility, endurance, or charisma - or IQ. Physical stats modify the chance of success at a rate of 5% for every
2 points over 7 - i.e. at 9, 11, 13, etc. IQ modifies by 1 per point of IQ over 120 - i.e. at an IQ of 137, the modifier would be +17.
Skills and Metaskills - 94 -

StarCluster - Skills and Metaskills


Skills may be used at +0 - no skill - by rolling the modifying stat or lower on percentile die unless the modifying
stat is IQ, which receives a 10% chance. Example: Climb+0. Modifying stat is Agility. Character has an Agility of
11 so the character can climb with a roll of 11 or less on percentile dice. Example: Biology+0. Modifying stat is
IQ. Character has a flat 10% chance of success. High modifying stats give no other additional bonuses to success. Skills in shaded rows are psionic skills and require one PSI point to use
When to use skills
Skills should only be rolled if a normally competent individual would have trouble. For example, climbing a ladder would not require a climb skill check, whereas climbing a mountain would. Riding a horse would not normally require a riding check, while shooting from horseback would. If GM keeps in mind the Normally
Competent Individual concept, the number of rolls, and thus the number of player failures, will be kept to a
meaningful minimum
.

Skills and Metaskills - 95 -

StarCluster - Skills and Metaskills


Star Cluster - Skills
Skill
Description

Governing
Attribute

Adapt
[adapt]

To change to accommodate new and unfamiliar circumstances,


use unfamiliar materials, learn new methods, etc.

Charisma

Alert
[alert]

The ability to stay alert without sleep

Endurance

Aqua
[Aqua]

The knowledge of growing plants and animals underwater

IQ

Astronomy
[(astro)

The ability to use instruments to find matter and energy


in space

IQ

Beam
(beam)

The ability to effectively use energy weapons in combat

Coordination

Biology
(biology)

The study of plants and animals and their effects on mankind

IQ

Blade
(blade)

The ability to effectively use cutting weapons in combat

Strength

Bow
[bow]

The ability to effectively use bow weapons in combat

Coordination

Brew
[brew]

The ability to make beer and wines

IQ

Business
(business)

The ability to bargain, buy, sell inventory, bribe, and otherwise


use money effectively

Charisma

Carpentry
[carpentry]

The ability to shape wood into useful tools and furniture

Coordination

Chemistry
[chemistry]

The study of the molecular interaction of elemental components

IQ

Climbing
[climb]

The ability to climb walls, cliffs, and trees

Agility

Construct
(construct)

The ability to build structures from available components

Endurance

Skills and Metaskills - 96 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Cook
[cook]

The ability to cook nutritious and palatable meals

IQ

Course
[course]

The ability to navigate a course

IQ

Crypt
The ability to encrypt and decrypt data, and the ability to create
[cryptography] new types of encryption

IQ

Cyber
[cybernetics]

The ability to create and repair robots.

IQ

Dash
(dash)

Daring and movement which sweeps all before it.


A success means the character has performed a marvellous feat
and opponents attempting to hit the dashing character have
a -5 per level of dash to hit.

Agility

Demolition
[demolition]

The ability to use explosives effectively

IQ

Diagnosis
(diagnosis)

The ability to identify an injury or disease before attempting


a cure

IQ

Disguise
(disguise)

The ability to change the outward appearance of some person


or thing using makeup and prosthetics

Charisma

Dowse
[dowse]

The ability to find water in a 3 meter radius

IQ

Drinking
[drinking]

The ability to consume large quantities of alcoholic beverages

Endurance

Driving
(driving)

The ability to drive any planetbound craft

Coordination

Drives
(drives)

The ability to build, repair, and operate reaction drives

IQ

Drug
(drug)

The ability to use and make drugs to cause and cure injury,
illness, or sensory abnormalities

IQ

Electronics
(electronics)

The ability to make or repair electrical and electronic devices

IQ

Skills and Metaskills - 97 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Engines
[engines]

The ability to use mechanically powered siege engines

Coordination

Endear
[endear]

To make yourself liked by charm or flattery used on a target

Charisma

Engrace
[engrace]

To fill one's movements with grace and eloquence

Charisma

Entice
[entice]

To lure or bait someone or something with hints of pleasurable


reward

Charisma

Evaluate
(evaluate

The ability to quickly assess the value of something

Charisma

Forestry
[forestry]

The ability to select trees for certain desirable characteristics

IQ

Forgery
[forgery]

The ability to convincingly create documents which appear


official

Coordination

Goad
[goad]

To force people into action by annoying and pestering them,


without controlling which action the recipient of the goading will take

Charisma

Gun
(gun)

The ability to effectively aim recoil-inducing high-speed


projectile weapons

Coordination

Gunnery
(gunnery)

The ability to effectively use cannon and other large, mounted


guns

Coordination

Gym
[gymnastics]

The ability to make leaps, somersaults and other gymnastic


moves

Agility

Gyrojet
(gyrojet)

The ability to effectively use self-propelled weapons in combat

Coordination

Heal
(heal)

The ability to psionically heal or cause 50 points of damage per


level of skill

IQ

Herbalism
[herbalism]

The ability to use plants and extracts to heal or harm

IQ

Skills and Metaskills - 98 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

History
(history)

Knowledge of history

IQ

Husbandry
[husbandry]

The ability to care for plants and animals

IQ

Interrogate
(interrogate)

The ability to retrieve three words of useful information


per level from another person's mind

IQ

Intimidate
The ability to bluff and deceive others as to one's true strength
(intimidation)

Charisma

Linguistics
(linguistics)

The ability to speak & comprehend languages from basic


principles

IQ

Law
(law)

The ability to use, circumvent, and deal with law, and project
an entire system from a few examples

IQ

Leadership
(leadership)

The ability to take command of others by making them want


to follow

Charisma

Low tech
(low tech)

Knowledge and use of low tech items

IQ

Masonry
[masonry]

The ability to build things out of stone

Strength

Mechanics

The ability to use, maintain, and repair mechanical devices and equipmentCoordination

Melee
(melee)

The ability to efficiently use non-blade hand held weapons


in combat

Strength

Mineralogy
[mineralogy]

The study of minerals

IQ

Mining
[mining]

The ability to tunnel under the ground, through earth and stone,
using simple tools

Endurance

Music
(music)

The ability to express oneself in the medium of sound

Charisma

Negotiate
(negotiate)

The ability to sway another to your point of view

Charisma

Skills and Metaskills - 99 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Operate
(operate)

To use common machinery native to your culture's tech level

IQ

Overdo
(overdo)

To push oneself past ones usual limits with a penalty to be


paid later. One can continue fighting past the Unconscious level,
orate for hours in a filibuster, ignore sleep to study, etc. The
penalty should fit the usage, as judged by the GM.

Endurance

Painting
[painting)

The ability to effectively express oneself using paint.

Coordination

Pick
[pick]

The ability to open locked doors using simple metal tools

Coordination

Pilot
(pilot)

The ability to operate a space faring craft at sub-light speeds


If no pilot skill, use small craft/2

Coordination

Planetology The study of planetary ecologies


(planetology)

IQ

Program
[program)

The ability to program and operate computer related devices

IQ

Physics
(physics)

The study of the fundamental rules governing the Universe

IQ

Psychology
(psychology)

The ability to understand the hidden drives behind a persons


actions

Charisma

Pyrokinesis
(pyrokinesis)

The ability to create and literally throw fire psionically


Damage = 50 per level of pyrokinesis skill.

Coordination

React
(react)

To move quickly without thinking to avoid an avoidable


danger - for example jerking away before a sniping attempt.

Agility

Research
(research)

The ability to find out information on a given subject using


libraries and other databases.

Endurance

Riding
[riding]

The ability to ride an animal or open seated vehicle


in complex maneuvers

Agility

Rope
[rope use]

The ability to efficiently use ropes and knots

Coordination

Skills and Metaskills - 100 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Sailing
[sailing]

Knowledge of sails and sailing

Strength

Sculpture
(sculpture)

The ability to express oneself in creating


3 dimensional objects

Coordination

Ships guns
(ship's guns)

The ability to use ship's energy weapons and missiles


in space combat. Level of ships guns affects space combat

Coordination

Shipbuilding The ability to construct a waterborne ship using wood and


[shipbuilding] other natural materials

IQ

Shield
(shield)

The ability to avoid the effects of any psionic intrusion


Against normal attack, functions as armor - +1 = ballistic,
+2 = steel, +3 = ceramic, +4 = plasteel,+5 = plasteel or
chromskin, whichever is better.

Agility

Sleight
[sleight]

The ability to use sleight-of-hand tricks

Coordination

Smallcraft
(small craft)

The ability to pilot pods (spacecraft 100 tons or under)


If no small craft skill, can use pilot skill/2.

Coordination

Sociology
(sociology)

The study of societies, peoples, and cultures

IQ

Smithing
[smithing]

The ability to shape metal using heat and hammering

Strength

Snare
[snare]

The ability to create, set, and disable traps

Coordination

Sneaking
[sneaking]

The ability to move quietly and unseen

Agility

Stash
(stash)

The ability to hide things in nooks and crannies or in plain sight

IQ

Steer
[Steer]

The ability to direct large vehicles in the direction desired.

Coordination

Strategy
(strategy)

The ability to dispose forces and plan long range

IQ

Skills and Metaskills - 101 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Stun
(stun)

The ability to stun creatures psionically.


Stunned (incapacitated) for 5 minutes per level of skill.

Strength

Streetwise
(streetwise)

The ability to find connections, rumors, and general urban


survival

Charisma

Surgery
(surgery)

The ability to cure wounds and other physical ailments


by operating

Coordination

Survival
[survival]

The ability to effectively live off the land

Endurance

Swimming
[swimming]

The ability to swim log distances.

Agility

Tanning
[tanning]

The ability to make cured leather from raw skins

IQ

Taste
[taste]

The ability to discern quality in an item, creature, or person.

Charisma

Telekinesis
(telekinesis)

The ability to move objects psionically. At level +1 may move


10 grams 10 meters. Mass and distance X10 per level thereafter.
Speed of movement is 5 KPH per level of Telekinesis max.

Strength

Tactics
(tactics)

The ability to use personnel and resources on hand to best effect.

IQ

Training
[training]

The ability to train animals to do tricks

Charisma

Transfer
(Transfer)

The ability to set up and effect an interstellar jump and transfer


souls with special equipment. Level of Transfer skill influences
jump duration

Endurance

Treatment
(treatment)

The ability to cure diseases and wounds without surgery

IQ

Tracking
[tracking]

The ability to follow a creature or object by noticing signs of its


passage

Agility

Skills and Metaskills - 102 -

StarCluster - Skills and Metaskills


Skill

Description

Governing
Attribute

Unarm
(unarm)

The ability to fight without weapons


Dam = +5 per 2 points of STR, COOR, and/or AGY above 7
and +5 per level of unarmed.

Strength

Weather
[weather]

The ability to predict weather patterns

IQ

Weaving
[weaving]

The ability to create cloth from fibers

Coordination

Writing
[writing]

The ability to express oneself in written words

Charisma

Zero-G
[zero-G]

The ability to perform difficult physical acts and maneuver


in zero gravity.

Agility

Skills and Metaskills - 103 -

StarCluster - Skills and Metaskills


Metaskills
Metaskills are skills which can modify other skills. In StarCluster, the metaskills are typically gained as a choice in
a profession or schooling instead of rolling for a normal skill on the job related skill tables. The player can
*always* opt for the associated metaskill rather than using the skill tables. Metaskills are always named as a verb
rather than a noun, to show that they are intended to be used to do something. The GM is the final judge of
whether a particular combination of metaskill and object are appropriate.
The following nebulous definitions are given to allow the GM something to base decisions on. The wording has
been left as vague as possible to give the GM the widest possible latitude in interpreting it. Remember, how the
characters interpret these definitions never means anything. The important thing is how the GM interprets
them.
Design
To create new, functional plans for making things.
modifier = base chance * .5, round up.
Repair
To fix things which are broken.
modifier = base chance * 1.
Build
To make things out of existing components to plans.
modifier = base chance * 1.
Create
To think up novel ideas.
modifier = base chance * .5, round up.
Obtain
To get what is wanted, whatever the means.
modifier = base chance * .5, round up. Additional modifier COOR.
Embellish
To make a thing prettier.
modifier = base chance * 1. Additional modifier COOR.

Skills and Metaskills - 104 -

StarCluster - Skills and Metaskills


Appear
To seem to be something different.
modifier = base chance * .5, round up.
Analyze
To figure out processes, components, or functions.
modifier = base chance * .75, round up.
Grow
To make something prosper and increase in value.
modifier = base chance * 1.
Focus
To shut out all distractions and concentrate effort.
modifier = base chance * 1.
Discipline
To obey orders without question, whether your own or others.
modifier = base chance * .5, round up.
Relate
To link things together in meaningful ways.
modifier = base chance * 1.
Sell
To make people want something you have.
modifier = base chance * .5, round up. Additional modifier CHAR.
Converse
To entertain others by speaking.
modifier = base chance * 1. Additional modifier CHAR.
Organize
To make things work together more efficiently.
modifier = base chance * .75, round up.

Skills and Metaskills - 105 -

StarCluster - Skills and Metaskills


Protect
To prevent harm to things under your care.
modifier = base chance * .5, round up.
Extract
To remove something from a matrix.
modifier = base chance * 1.
Observe
To watch and learn.
modifier = base chance * 1.
Orient 3D
To know where you are in relation to other things in 3D space.
modifier = base chance * 1.
Using Metaskills
Metaskills are used in two ways, listed below:
Case 1 A metaskill may be used to modify other skills. The first plus of the metaskill indicated that the
modification can be done. Each subsequent plus of metaskill is used as a plus of the modified skill. This base
chance is then modified by the listed modifier.
Example: design+2 construction+3 a spaceship.This allows the character to design a spaceship,
because design modifies construction, which allows the character to build structures. The chance of success is based
on construction, which gives a base chance of 65%, plus 5% per plus over +1. The design skill is at skill level +2,
so the first plus allows the design, and the second is added to the modified skill. The construction skill is at +3,
which gives a total chance of 65% (for const+1) + 5% (for const+2) +5% (for const+3) +5% (for design+2),
for a total of 85%. This chance is then modified by multiplying by the modifier of.5, for an adjusted chance of
42.5%, rounded up to 43%. Success means that the *plans* are successfully designed, not that the spaceship is
actually constructed to those plans!
Case 2 A Metaskill may be used to modify objects directly. In this case, the base chance is 20% at skill
level+1, plus 5% per level of skill above +1.
Example: Sell+2 ice to Eskimos. Base chance is 20% (sell+1) +5% (sell+2), for a total of 25%. This is
multiplied by the modifier for sell, *.5, to become a chance of 12.5%, rounded up to 13%.
Remember: The GM is always in control, and should assess any penalties or benefits he wants to assess, and
interprets these descriptions as he sees fit.
Skills and Metaskills - 106 -

StarCluster - Humans and Humanoids

Humans and Humanoids


Humans and Humanoids - 107 -

StarCluster - Humans and Humanoids


Sastras
Sastras tend to be smaller and lighter than most Humans.
Their reflexes and agility are excellent, but their strength
suffers from their slight stature. Sastras have a +3 bonus to
their Coordination and Agility scores, and a -3 to their
Strength score. All Sastras can climb anything, and are flexible in the extreme. They have in effect five hands, two on
their arms, two larger and stronger ones on their legs, and
their prehensile tail functions as a third, clumsier hand. Sastra foot hands are at -2 coordination from their true hands,
and +2 strength. Sastra tails are at -4 coordination from
their true hands, and at -2 strength.
Sastras have better than normal hearing, and are drawn to
noises as most Humans are drawn to motion. Their ears are
long and pointed. Their fur is soft and very plush, about a
centimeter long all over their bodies except for their crest,
which is also soft and plush, but up to 10 centimeters long
and extends all the way down their back, and the soles of
their feet and palms of their hands, which are bare skin. Sastra legs are short in the thigh and calf, and very long in the
foot. They stand on the balls of their feet, so the total length
of leg is in human proportion to their bodies. Their ankles can pivot like wrists. Sastra senses are rated thus:
SightX3, HearingX2, Smell, the rest being unimportant. Sastra do see somewhat better in low levels of light than
Humans, but dislike bright lights.

SaHus
SaHus can take various forms. They can inherit from either of their parents, in other words have Sastra or
Human build by body part, it is a 50% chance either way. The following body parts are rolled for or chosen:
Sastra

Human

Fur and Crest


Muzzle
Tail
Sastra Leg
Sastra Foot
Sastra Ear
Sastra Senses

Skin and Hair


Nose/Mouth
No Tail
Human Leg
Human Foot
Human Ear
Human Senses

SaHus are smaller and slighter than Humans, but not so small as Sastras. They gain a bonus of +1 to their Coordination and Agility scores, and a -1 to their Strength score. Human senses are rated thus: SightX4, Hearing, the
rest being unimportant.

Humans and Humanoids - 108 -

StarCluster - Humans and Humanoids


Ranges By Race: Sastras and SaHus
Roll or choose height & weight from these ranges if you wish
Male Height
Female Height
Male Weight
Female Weight

Sastra
11-93
01-45
16-81
01-70

SaHu
36-00
16-86
26-00
16-91

%d Roll

Height
in meters

Weight
in kilos

01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00

1.40
1.45
1.48
1.50
1.53
1.55
1.58
1.60
1.63
1.65
1.68
1.70
1.73
1.75
1.78
1.80
1.83
1.85
1.88
1.90
1.93
1.95
1.98

25.00
26.00
27.00
28.00
29.00
30.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
44.00
46.00
48.00
50.00
53.00
55.00
58.00
60.00

Humans and Humanoids - 109 -

StarCluster - Humans and Humanoids


Vantors
Vantors are superbly adapted to life in the sea. Their
broad, muscular tails propel them through the water
at wonderful speed. They are compact but robust in
build, the smallest of the Humanoids. They are
somewhat clumsy when walking because of their
large finned feet. Vantors gain a bonus of+3 to their
Endurance score and a -3 to their Agility score.
They have no hair at all on their bodies and a thick
layer of subcutaneous fat, and their skin is patterned
with stripes, spots, and other markings in an individual pattern. A Vantor's nostrils can shut tightly
against water pressure.
Vantor markings include, but are not limited to:
stripes, spots, clusters, whorls, rings, dashes, and
splotches. Vantor senses are rated thus: SightX3,
Smell, Touch, the rest being unimportant

VaHus
VaHus, like SaHus, can be like either of their parents
in certain categories. It is 50% chance either way as to whether their Vantor or Human genes predominate for
each body part listed. The following body parts are rolled for or chosen:
Vantor

Human

No Hair, Fat Layer


Tail
Vantor Feet
Sealable Nostrils
Patterned Skin
Small External Ears
Vantor Senses

Hair, no Fat Layer


No Tail
Human Feet
Non-Sealable Nostrils
Non-Patterned Skin
Larger External Ears
Human Senses

VaHus gain a bonus of+1 to their Endurance score and a -1 to their Agility score. Human senses are rated thus:
SightX4, Hearing, the rest being unimportant.

Humans and Humanoids - 110 -

StarCluster - Humans and Humanoids


Ranges By Race: Vantors and Vahus
Roll or choose height & weight from these ranges if you wish
Male Height
Female Height
Male Weight
Female Weight

Vantor
21-98
01-93
21-85
01-55

VaHu
46-00
21-98
31-00
15-85

%d Roll

Height
in meters

Weight
in kilos

01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00

1.00
1.05
1.10
1.15
1.20
1.25
1.30
1.33
1.38
1.40
1.43
1.48
1.50
1.53
1.58
1.60
1.63
1.68
1.70
1.75
1.80
1.83
1.85

20.00
22.00
23.00
25.00
27.00
28.00
31.00
32.00
33.00
34.00
35.00
36.00
38.00
40.00
42.00
43.00
44.00
45.00
46.00
47.00
48.00
49.00
50.00

Humans and Humanoids - 111 -

StarCluster - Humans and Humanoids


Tagris
Tagris very large and strong, but usually have a somewhat
lower endurance, as their large bodies burn off energy faster
than Humans. Tagris have webbed toes which flip up for ease
of walking on land. Their hands are also webbed, but only
half way up the fingers. Their shoulder muscles attach to the
sides of their heads for additional arm power, so they cannot
turn their heads well, but they are supple and can turn their
upper bodies around easily. Their eyes are large and adapted
for night vision, and their ears are located at the top of their
head. They are furred all over except for their lower face,
chest and belly, and hands and feet. Tagris nostrils can be
sealed shut against water. Tagris gain a bonus of+3 to their
Strength score and a -3 to their Endurance score. Tagris
senses are rated thus: SightX4, Touch, the rest being unimportant.

HuTas
HuTas are smaller as a rule than Tagris, but tend to be larger
than most Humans. Like SaHus and VaHus, they have a
chance to inherit their body parts from either parent, 50%
chance either way. The following body parts are rolled for or
chosen:
Tagris

Human

Tagris Feet
Tagris Hands
Tagris Head and Shoulders
Fur
Nocturnal Eyes
Tagris Ears
Sealable Nostrils
Tagris Senses

Human Feet
Human Hands
Human Head and Shoulders
Hair
Diurnal Eyes
Human Ears
Non-Sealable Nostrils
Human Senses

HuTas are not quite as strong as Tagris, and so gain a bonus of+1 to their Strength score and a -1 to their
Endurance score. Human senses are rated thus: SightX4, Hearing, the rest being unimportant.

Humans and Humanoids - 112 -

StarCluster - Humans and Humanoids


Ranges By Race: Tagris and HuTas
Roll or choose height & weight from these ranges if you wish
Male Height
Female Height
Male Weight
Female Weight

Tagris
16-00
11-50
21-00
11-30

HuTa
11-50
01-25
11-40
01-25

%d Roll

Height
in meters

Weight
in kilos

01
02-03
04-07
08-12
13-18
19-24
25-33
34-40
41-47
48-54
55-60
61-65
66-69
70-77
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00

2.00
2.05
2.10
2.15
2.20
2.25
2.30
2.33
2.38
2.40
2.43
2.48
2.50
2.55
2.60
2.65
2.70
2.75
2.80
2.85
2.90
2.95
3.00

75.00
80.00
85.00
90.00
95.00
100.00
105.00
110.00
115.00
120.00
123.00
128.00
130.00
135.00
140.00
145.00
150.00
155.00
160.00
165.00
170.00
175.00
180.00

Humans and Humanoids - 113 -

StarCluster - Humans and Humanoids


Ranges By Race: Humans
Roll or choose height & weight from these ranges if you wish
Male Height
Female Height
Male Weight
Female Weight

Human
45-00
01-90
24-00
01-68

%d Roll

Height
in meters

Weight
in kilos

01
02-03
04-07
08-12
13-18
19-23
24-29
30-38
39-44
45-50
51-56
57-62
63-68
69-74
75-79
80-83
84-87
88-90
91-93
94-95
96-97
98-99
00

1.4
1.43
1.47
1.5
1.53
1.57
1.6
1.63
1.67
1.7
1.73
1.77
1.8
1.83
1.87
1.9
1.95
2.0
2.05
2.08
2.11
2.12
2.13

41
45
48
52
56
60
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Humans and Humanoids - 114 -

StarCluster - Equipment: Personal

StarCluster
Equipment: Personal
Equipment: Personal - 115 -

StarCluster - Equipment: Personal


Introduction
Goods in StarCluster are usually not brought from
system to system, unless they are small and valuable.
Prototypes may be shipped from world to world,
along with luxury goods and handmade items, but the
most valuable cargo a ship carries is usually data. Mail,
news, contracts, and other miscellaneous data are carried by ship from system to system far faster than
radio waves can travel. For the most part, goods are
designed in specialized Design Houses for local manufacture, and the actual manufacturing is carried out
in the system to which it is marketed. This dramatically cuts costs for the consumer.
Even so, imported goods are expensive. It is cheap to
stamp out millions of identical products, but expensive to ferry them across tens of millions of kilometers to a ready market. As a general rule of thumb,
goods coming from a higher tech level to a lower will
be ten times as expensive per level of difference in
tech level on the lower tech world. Even so, there are
many goods which just cant be economically sold to a
more primitive culture. Most goods make assumptions about power supply, data gathering and consolidation, conventions of use, connections to other
equipment which may not be practical in such a case.
Realistically, most goods sold on lower tech level
worlds are specially manufactured for that market.
Lower tech level worlds have two things in demand
on higher TL worlds - hand crafted goods and unique
foods and drink. A hand knotted rug might be cheap
on a Backwards or Primitive world, but will reap high
prices on a higher tech world. The market for epicurean delights is also enormous. Peculiar and unique
liqueurs and foods are worth enormous sums to the
jaded palates of wealthy connoisseurs. Such items
fetch four to five times per level of difference in tech
levels on wealthy, high tech worlds.
Credits are a universal medium of exchange. They are
carried in encoded wafers passed between banks. The
wafers are stamped with the couriers or owners soul
patterns, which are truly unique. They are bearer

bonds keyed to individuals, and are redeemable at any


bank in the network for equivalent cash or credit - less
a small handling fee - in the local currency. Most
Advanced worlds dont have a local currency, using
credits directly, but Backwards worlds require currency exchange. Primitive worlds are not part of the
network, of course, and credits are useless in such
places. Small sums - single credits, quarter-credits,
tenth credits, hundredth-credits, etc. - are usually
issued in the form of tokens. Tokens can be stolen or
lost, but such sums are in comparison small enough
so that they are not usually missed. Credit-wafer readers are manufactured on a few very high Tech Level
worlds and supplied to all compliant banks.

Materials
Filament-reinforced ceramic is the main structural
material at Tech Level 8. Typically, it has the strength
of steel at about 25% of the weight, typical specific
gravity being around 2. Complex shapes can be created using the material as it is moldable until cured,
when it becomes hard and rigid. Filament-reinforced
ceramic is opaque, but un-reinforced transparent
ceramic is also available, though the tensile strength is
lower.
The main structural material at Tech Level 9 is plasteel. It has around 10 times the strength of ceramic at
twice the density (specific gravity approximately 4).
Plasteel is a viscous liquid until radiation-frozen, when
it becomes diamond-hard. Plasteel is naturally transparent, but can be doped to be an opaque substance
of any color. Both ceramic and plasteel can be produced in micro-honeycombed versions of arbitrarily
lower density, though proportionally lower strength.
Ceramic is produced with surface layer of all different
colors and textures. Plasteel is normally made only in
the transparent version, inasmuch as at tech level 9,
active films coatings are readily available. These films
enable a plasteel object to take on any color and
degree of opacity at microprocessor control. These
films can even be used as holographic viewscreens.
At Tech Level 10, active plasteel can be produced.

Equipment: Personal - 116 -

StarCluster - Equipment: Personal


This material has the same structural properties as
plasteel, but can change shape on command. Thus a
plasteel wall does not need permanent doors: the wall
can be made to create openings at will. The optical
and acoustical properties of active plasteel are also
programable.
Spacesuits
At Tech Level 8, spacesuits are not unlike those currently in use, but they possess volume compensators,
air and water recycling, and attitude jets. Volume compensators alter the pressure as the suit volume
changes, eliminating the tendency of a spacesuit to
balloon out. This reduces the strenuousness of spacesuit use and allowing for full atmospheric pressure to
be used in suits, eliminating the need for decompression. Air and water recycling scrubs carbon dioxide
and water vapor from exhalation and distills water
from urine, making it possible in an emergency to live
for many days in a spacesuit without resupply. The
excess carbon and hydrogen of respiration are used to
produce methane for the attitude control jets.
Tech Level 9 spacesuits are similar, except that they
are usually made of plasteel film, making them light
and comfortable enough to be used as regular clothing, a practice common among space crews. Tech
level 8 and 9 spacesuits can be donned quickly, in less
than a minute, if required.
At Tech Level 10, active plasteel makes possible
clothing that adapts on command, becoming a garment of any shape and form desired, even a full body
spacesuit. At this tech level it is usual to have one
worn object (a torc, a belt) containing active plasteel
which can expand over the body at command. Wearing such a device, a spacesuit can be formed around
the individual in a couple of seconds, and would automatically be triggered to do so in the absence of pressure.

the most hazardous environments. Being tough


enough to resist pressure, spacesuits also naturally
have some value as armor. Those frequently engaged
in hostile actions generally augment this with additional layers of ceramic or plasteel armor. If the mass
of armor is large, it becomes necessary to used powered armor. Such powered suits also have the advantage of allowing one to work effectively under highgravity environments.
The table below give the weights of spacesuit equipment for the various tech levels. The total weight one
must carry is both the weight of the spacesuit, and
environmental unit (needed except when using an
umbilical cord), and the weight of armor or powered
armor, if any. Thus an individual at tech level 8 with
powered armor would have 97 lbs. of equipment.
Clothing
Clothing in StarCluster has deliberately been left
vague. There are so many different fashions on so
many worlds that it is not possible to enumerate them
all. There are some differences which are due to tech
level. These are differences in the materials rather in
their cut or grouping. At Tech Level 8, there are new
synthetics available, with improved qualities in either
wear, tactile sense, insulation, cost, or beauty. Any 2 of
these qualities can be improved, with any one quality
lessened. Thus one might make a cloth with superior
durability and insulating qualities, but at the cost of it
being rather drab, or perhaps a cloth of superb tactile
feel and exquisite beauty with a much higher cost.
These cloths are known by many different trade
names on many different worlds: Damylon, Klustra,
Slek, Hypnian, Larylon, etc. They are typically a big
export item to backwards worlds.

At Tech Level 9, fabrics can be made to be active colored. This allows clothing to be whatever color the
wearer desires. Complex patterns and even animations
can be programmed into the cloth itself, as the user
Spacesuits also work well as clothing on planets with wishes. The user can also specify streaming media
extreme environments. Being insulated, cooled, and feed for display. This allows for true camouflage
heated as needed, and having their own air and water
clothing, where the clothing takes on the patterns and
systems, they make it possible to function in all but colors of the surroundings instantly.
Equipment: Personal - 117 -

StarCluster - Equipment: Personal


At Tech Level 10, the active colors of TL 9 become
much more sophisticated, able to project different
colors and patterns at different viewers simultaneously. This allows for not just camouflage, but true
optical invisibility if the wearer wishes. It also allows
for selective transparency, where the transparency of
various parts of the clothing can be different to different people. Along with active plasteel and mental control, TL 10 clothing can be whatever the wearer wants.
Power
Just as the different Tech Levels have different characteristic materials, they also have characteristic power
storage. At Tech Level 6 and 7, energy is stored chemically, in batteries and fuel cells respectively. At Tech
Level 8, energy is stored in stabilized monatomic
hydrogen. At Tech Level 9, energy is stored by keeping atoms in an excited state, either with inner shell
electrons removed or with nuclei in non-ground
states. At Tech Level 10, energy is no longer stored. A
matter/antimatter reaction is bottled in a variable
temporal stasis field, called a stasis bottle. When
energy is needed, it is generated on the spot by bringing the reaction back from the other space the stasis
field puts it into for a microsecond or so, allowing
some energy to leak out to the power leads.

The various energy storage/containment devices


referred to throughout StarCluster are keyed by a
number denoting the type of energy storage used,
such as battery7, or armpak8. A 6 denotes Tech Level
6 (battery) storage, while a 7 refers to TL7, 8 to TL8,
etc. Armpaks are typically worn strapped to the upper
arm, but can be fastened anywhere else if that would
be more convenient. Costs for power storage devices
may be found in the Equipment: Weapons Guide. A
higher level energy storage device can replace any
lower level device. It is not necessary to carry several
different energy storage devices for powering different items if the energy storage unit worn is capable of
powering the device with the highest energy drain.

Equipment: Personal - 118 -

StarCluster - Equipment: Personal


Some Example Tech Level 8 Synthetic Cloths

Wear

Tactile Sense

Insulation

Beauty

Fabric

Lustra

Omnian

Larylon

Hyperian

Slek

Klustra

Damylon

Natural
Fabric

The higher a materials number, the better it is for that quality. Natural fabrics are given as the norms
against which the new synthetics are measured.
Kits
Skill Limit

Kit

Kit Description

+4

Engineering Kit

Increases drives skill +1 per 100cr spent

+4

Disguise Kit

Increases disguise skill +1 per 100cr spent

+5

Repair Kit

Increases mech skill +1 per 50cr spent

+4

Med Kit

Increases treat skill +1 per 300cr spent

+4

Scan Kit

Increases diagnosis skill +1 per 300cr spent

+4

Surgical Kit

Increases surgery skill +1 per 400cr spent

+4

Bio Kit

Increases biology skill +1 per 150cr spent

+4

Pharma Kit

Increases drug skill +1 per 100cr spent

+4

Chem Kit

Increases chemistry skill +1 per 150cr spent

+4

Min Kit

Increases mineralogy skill +1 per 200cr spent

+5

Astro Kit

Increases astronomy skill +1 per 300cr spent

+5

Elec Kit

Increases electronics skill +1 per 100cr spent

You must have at least skill level+1 to use a kit - i.e. you need at least biology+1 to use the bio kit.
Equipment: Personal - 119 -

StarCluster - Equipment: Personal


Electronics
Mass

Item

Description

Cost

TL

5 kg

Belt Radio

A small surface to orbit radio

10cr

5 kg

Trivox

3D game/entertainment system

50cr

2 kg

Trivox Camera

Instrument for recording Trivox data

75cr

0.5 kg

Personal Trivox

Handheld Trivox

200cr

0.2 kg

Flat Camera

Instrument for recording 2D still data

20cr

0.2 kg

Audio Recorder

Instrument for recording audio information

5cr

0.1 kg

Homer/peeper

Personal locator

5cr

0.5 kg

Slate

Personal data display/storage device

20cr

5 kg

Icomm

Interplanetary MASER communicator

35cr

0.2 kg

UT

Universal Translator

N/C

Software Paks for UT


Baspak

Covers all SaVaHuTa languages and dialects

N/C*

Diaspak

Covers all Diasporan Community languages and dialects

N/C*

Localpak

Covers all languages in the local system

150cr

(Alien)pak

Covers all languages and dialects of one alien


species (i.e. Guarupak, Tomupak, etc.)

1000cr

* Characters from SaVaHuTa get the Baspak for free and the Diaspak for 150cr. Characters from the
Diasporan community get the Diaspak for free and the Baspak for 150cr. Independent and Thieves
World characters have to pay 150cr for either.

Equipment: Personal - 120 -

StarCluster - Equipment: Personal


Clothing, Armor and Spacesuits

Mass by Tech
Level

Spacesuit

Environmental
Unit

Armor

Powered Armor

Tech Level 7

22.5 kg

34 kg

N/A

N/A

Tech Level 8

5.5 kg

11.5 kg

ceramic 9 kg

ceramic 27 kg

Tech Level 9

1.5 kg

4 kg

plasteel 4.5 kg

plasteel 13.5 kg

Tech Level 10

1 kg

1.5 kg

active 4.5 kg

plasteel 11.5 kg

Mass

Item

Description

Cost

TL

1 kg

Clothing

Normal street clothing typical of the place purchased

1cr

1 kg

Expensive Clothing

Increases CHAR by 1 per 100cr spent

varies

2 kg

Cold Weather Gear

Clothing designed to keep one warm on cold worlds

15cr

1 kg

Dry Suit

Keeps one dry even after prolonged immersion

15cr

2 kg

Desert Suit

Water retention and recycling suit. Cuts evaporation


by 95%

20cr

2 kg

Flak Jacket

Ballistic armor worn over clothing

25cr

1.5 kg

Bulletproof

Ballistic armor worn under clothing

45cr

3 kg

Steel Mesh

Steel mesh armor worn over clothing

45cr

varies

Ceramic

Fiber reinforced ceramic armor

110cr

varies

Powered Ceramic

Powered ceramic armor adds 10 to strength

260cr

varies

Plasteel

Form fitted plasteel armor

210cr

varies

Powered Plasteel

Powered plasteel armor adds 10 to strength

410cr

varies

Active Plasteel

Morphing flexible plasteel armor

365cr

10

varies

Chromskin

Skin tight reflective film armor worn under clothing

70cr

varies

Vac Suit

Spacesuit plus Environmental Unit

50cr

N/A

Vacattach

Operation required to mate a Vac Suit with Plasteel,


Powered Plasteel, Ceramic, or Powered Ceramic
armors

55cr

Equipment: Personal - 121 -

StarCluster - Equipment: Personal


Provisions and Shelter

Mass

Item

Description

Cost

TL

5 kg

Inflatashelt

Inflatable airtight shelter for 2 people

25cr

10 kg

Portashelt

Airtight morphing Plasteel structure for 2 people

100cr

10

1 kg

Personal Tent

Non-airtight fabric shelter for one

10cr

3 kg/
person

Large Tent

Non-airtight fabric shelter

5cr/
person

4 kg/
person

Hard Tent

Non-airtight morphing plasteel structure

15cr/
person

10

Self Cooked Meal

Meal prepared and cooked by yourself or a friend

0.2cr

Fast Food meal

Junk food - 1 endurance per week

0.5cr

Restaurant Meal

Meal cooked by a professional

2cr

1 kg/
meal

Heatercan Rations

Self-heating full-nutrition portable meals

1cr/
meal

0.5 kg/
meal

Cold Survival
Rations

Essential nutrition lightweight non-degrading meals


-1 endurance per week

2cr/
meal

Equipment: Personal - 122 -

StarCluster - Equipment: Personal


Miscellaneous Items

Mass

Item

Description

Cost

TL

4 kg

Reaction Pistol

A compressed gas gun designed to allow maneuvering in


weightless conditions

50cr

4 kg

Reaction Jets

A set of compressed gas jets built into a spacesuit which


allow maneuvering in zero-g. For fitting on vac suits or
armor

75cr

varies

Plastique

A shapable explosive which can only be detonated electrically

50cr/
kg

10 kg

Parachute

A device which uses air resistance to slow a fall

24cr

2 kg

Personal
Winch

A device using a 200m micro-cable and a revolving drum


to haul up to 1 ton

35cr

20 kg

Life Raft

An emergency 6-passenger inflatable raft

10cr

4 kg

Gills

Back mounted device to extract breathable oxygen from


water

20cr

5 kg

MULE

A small 300 kg capacity A-Grav plate which hovers at


waist height, following behind the user on a 3m cable

30cr

10

4 kg

Hoverboard

A surfboard-shaped hovering A-Grav plate with a carrying capacity of 300 kg. For sport and personal use. Steering, acceleration, and stopping are by balance

60cr

10

2 kg

Grapplewinch

100m micro-cable grapple shooter with built-in 200 kg


winch

20cr

1 kg

Glowrod

Self-contained 24 hour light source.

1cr

10 kg

Lift Belt

A-Grav harness capable of lifting 200 kg to Low Orbit

50cr

10

1 kg

Filter Mask

A face mask for filtering out atmospheric contaminants

5cr

2.5 kg

Respirator

A device for concentrating thin atmospheres to a breathable density. Requires Armpak2 or higher for power

10cr

0.2 kg

Pocket Heater

A small radiant heater for quick warm-ups

5cr

1 kg

Laser Torch

Laser cutter/welder. Requires Armpak 1 or higher for


power.

15cr

0.2 kg

Flashlight

Portable illumination device

1cr

Equipment: Personal - 123 -

StarCluster - Equipment: Personal


MultiTool/PowerTool

Mass

Item

Description

Cost

TL

The MultiTool/PowerTool line is a handy grouping


of tools in a small form factor.
0.2 kg

MultiTool 1

Pick any 5 unpowered tools

5cr

0.3 kg

MultiTool 2

Pick any 8 unpowered tools

8cr

0.4 kg

MultiTool 3

Pick any 12 unpowered tools

11cr

0.6 kg

PowerTool 1

Pick any 3 unpowered and 2 powered tools

14cr

0.7 kg

PowerTool 2

Pick any 5 unpowered and 3 powered tools

17cr

0.8 kg

PowerTool 3

Pick any 8 unpowered and 4 powered tools

20cr

Tool List for MultiTool and PowerTool


Unpowered Tools

Unpowered Tools

Powered Tools

Lock Pick

Scalpel

Soldering Iron

Fish Scaler

Fork

Power Punch

Can/Bottle Opener

Plane

Trip Hammer

Razor

Wire Strippers

Power Saw

Metal Snips

Scriber

Power Fastener Driver

Punch

Scissors

Grinder

Clamp

Ratchet

Mill

Pliers

Saw

Drill

Chisel

Small Knife

Large Knife

Fastener Driver

Equipment: Personal - 124 -

StarCluster - Equipment: Personal


Armor Tables For Tech Level 1-4 worlds

ARMOR ITEM

EFFECT
ON STATS

ARMOR
POINTS

COST

Torso Coverings

Padded Vest

none

0.5

5cr

Cuir Bouli Vest

COOR -1

0.8

10cr

Jazeraint Vest

COOR -1

1.0

15cr

Hauberk

END -2

1.5

100cr

Lamellar Vest

END -1

1.7

250cr

Breastplate

AGY -1

2.0

500cr

Leather Skirt

none

0.1

5cr

Lamellar Skirt

none

0.3

50cr

Plate Skirt

Agy -1

0.4

100cr

Padded Leggings

none

0.1

2cr

Leather Chaps

none

0.1

5cr

Plate Greaves

AGY -1

0.2

25cr

Jointed Plate Leggings

AGY -2

0.3

150cr

WAIST COVERINGS

LEG COVERINGS

Equipment: Personal - 125 -

StarCluster - Equipment: Personal


Armor Tables For Tech Level 1-4 worlds (PART 2)
ARMOR ITEM

EFFECT
ON STATS

ARMOR
POINTS

COST

ARM COVERINGS

Couir Bouli Sleeves

none

0.1

2cr

Steel Chain Sleves

END -1

0.2

25cr

Jointed Steel Plate Sleeves

COOR -1

0.3

100cr

Leather Gauntlets

none

0.1

2cr

Steel Chain Mittens

COOR -1

0.2

20cr

Steel Gauntlets

COOR -2

0.3

50cr

Padded Shoulder Pads

none

0.1

2cr

Lamellar Shoulder Pads

none

0.2

20cr

Leather Cap

none

0.1

3cr

Couir Bouli Cap

none

0.2

5cr

Steel Cap

none

0.3

25cr

Steel Helm

COOR -1

0.4

50cr

Great Helm

END -1

0.5

150cr

HAND COVERINGS

SHOULDER COVERINGS

HEAD COVERINGS

Equipment: Personal - 126 -

StarCluster - Equipment: Personal


Armor Tables For Tech Level 1-4 worlds (PART 3)
ARMOR ITEM

EFFECT
ON STATS

ARMOR
POINTS

COST

SHIELDS

Wooden Target

none

0.5

5cr

Wooden Shield

END-1
AGY -1

1.0

15cr

Steel Reinforced Shield

END -2
AGY -2

2.0

50cr

Wicker Shield

AGY -1

0.5

1cr

Steel Scales

none

0.5

15cr

Steel Studs

none

0.2

35cr

Leather Strapping

none

0.1

5cr

Cloth Padding

AGY -1

0.1

2cr

Steel Platelets

COOR -1

0.7

75cr

Plate Ribbing

AGY +1

0.0

150cr

Spikes

COOR 1

0.2

150cr

Gilding

none

0.0

500cr

Painting

none

0.0

500cr

Enamelling

none

0.0

700cr

Bright Colors

none

0.0

100cr

Engraving

none

0.0

900cr

Inlay

none

0.0

900cr

REINFORCEMENTS
APPLIED OVERALL

DECORATION

Equipment: Personal - 127 -

StarCluster - Equipment: Personal


Clothing Tables For Tech Level 1-4 worlds
Pick a style of clothing, materials, workmanship, and any finishes wanted. Multiply base costs times
modifying factor for item cost

ITEM

BASE
PRICE

ITEM

LEG COVERINGS

BASE
PRICE

OUTER COVERINGS

Kilt/Knee length skirt

3cr

Jacket

8cr

Pants/Breeches

5cr

Coat

12cr

Hose

2cr

Overcoat

9cr

Leggings

3cr

Surcoat

2cr

Breechclout

0.2cr

Toga

10cr

Pantaloons

3cr

Mantle/Cloak

12cr

Stockings/Tabi

0.5cr

Sweater

2cr

Ankle lengths skirt

5cr

Poncho/Cape

1cr

TORSO COVERINGS

HEADGEAR

Shirt/Blouse

3cr

Bandana

0.1cr

Tunic

1cr

Cap/Fez/Skullcap

1cr

Vest/Waistcoat

2cr

Broad-brimmed hat

3cr

Eared cap

2cr

Turban

3cr

Hood

2cr

WHOLE BODY COVERINGS

Short dress/Chiton

5cr

Long Dress

7cr

Robe/Kimono

8cr

Equipment: Personal - 128 -

StarCluster - Equipment: Personal


FOOTWEAR

ACCESSORIES

Slippers

2cr

Belt

0.5cr

Sandals

1cr

Sash/Girdle

1cr

Shoes

3cr

Gloves

2cr

Boots

5cr

Mittens

1cr

Thongs

1cr

Sheath

1cr

Clogs/Sabots

2cr

Short Scabbard

2cr

Moccasins/Soft shoes

1cr

Long Scabbard

3cr

MATERIALS

COST
MULTIPLIER

FINISHINGS

COST
MULTIPLIER

Bark/Veg. Fiber/Wood

X 0.5

Lace trim

X 1.5

Wool

X2

Beading

X 1.5

Soft Leather

X1

Embroidery

X2

Hard Leather

X3

Brocade

X2

Hide - Fur Out

X2

Fur Trim

X 2.5

Fleece

X2

Fur Lining

X4

Silk

X 10

Slashing

X5

Fish/Reptile Skin

X5

Piping

X 1.5

Satin

X5

Rich Dye (Black, Purple, Blue, Red)

X5

Cloth of Silver

X 20

Simple Dye (Green, Yellow, Brown)

X 1.5

Cotton

X1

Undyed/Natural

X1

Cloth of Gold

X 50

Feathers

X5

Suede Leather

X 1.5

Rich Lining

X3

Velvet

X5

Lining

X 1.5

Linen

X1

Silver Buckles

X 1.5

Gold Buckles

X2

Equipment: Personal - 129 -

StarCluster - Equipment: Personal


Workmanship

Base Metal Buckles

X 1.1

Silver Braid

X 1.5

Slipshod

X 0.3

Gold Braid

X2

Poor

X 0.5

Base Metal Braid

X 1.1

Good

X1

Excellent

X 1.5

Superb

X2

Armor Equivalences
Add up Armor Points from all items and compare to list below:
Less than 2.0 = SKIN
2.0 to 2.9 = HIDE
3.0 to 3.9 = STEEL
Greater than 4.0 = PLATE
Note: A person with a wicker shield should be treated as having wicker armor against arrows,
darts, dartguns, and sting weapons.

Equipment: Personal - 130 -

StarCluster - Equipment: Weapons

Equipment: Weapons

Equipment: Weapons - 131 -

StarCluster - Equipment: Weapons


Choosing a character's weapons is a vital item
for the player. The Cluster is a dangerous place,
and it is politically designed to be that way. The
two main human governments, the Diasporan
Community and SaVaHuTa, both hold as central
the concept that the price of freedom is the willingness to accept some danger. By not interfering in local world governments, and by
remaining intentionally limited, they do much to
achieve that goal. The role of the leagues is to
limit aggression between their members, to protect the members as a whole from outside
aggression, and to further their members' common interests.
Most of the people on many worlds choose not
to carry weapons, but a significant minority do.
The characters in StarCluster for the most part
choose to be adventurers, not accountants or
lawyers, whatever jobs they have pursued in the
past. This will take them into the dangerous side
of life. They have both the right and the duty to
protect themselves from the consequences of
this choice.
The tables following feature a couple of columns not addressed in the Playing the Game
guide. These are "Skills Required" and "Hit
Table". Under the heading "Skills Required" is
the skill level the character needs in order to
effectively deal with that particular weapon. For
some weapons, more than one skill is listed. This
is because the weapon needs the character to
have that combination of skills in order to be
wielded properly. If one skill has a higher level
requirement than the other - i.e. gun+1, beam+3
- the higher level skill is the one used "to hit". In
other words, George has skills of blade +3 and
beam+5, and wants to use a light sword. He has
the minimum requirements to use the light
sword effectively, but uses the blade skill rather
than his higher beam skill for hit determination.
This is because the blade skill is more important
than the beam skill for this weapon.

The column headed "Hit Table" refers to the


next set of tables. These adjust the character's
percentage to hit based on the characteristics of
the weapon, and the characteristics of the target's armor. For instance, those weapons which
do their damage via electrical discharge - such as
the cattle prod - are extremely effective against
conductive armors. Wicker is amazingly effective
against arrows. The skill rating gives the base
percentage vs. skin (no armor), and the other
adjustments are made accordingly.
The optional weapon modifications given in the
back of the book are primarily intended for
Primitive worlds. There is, however, no reason
why any weapon cant be so modified at any
Tech Level if the owner wishes it. The modifications are primarily decorative in nature, but
some combat effects are given. Ironwood is an
extremely dense, hard wood which can take a
fair edge. It or an equivalent material is found on
many worlds, and can be substituted by a dense,
hard plastic if wished. Ironwood/plastic weapons are undetectable by metal scanners, and are
useful at times if weapons need to be smuggled
into an area or location.
While most Advanced cultures will stick to
advanced weaponry, many cultures use more
primitive weapons commonly for various reasons. For example, Glorying has a highly
evolved deuling culture, and swords are used frequently. Other weapons, such as batons, knives,
or machetes, are useful as tools and are common
throughout any culture. Slug-throwers - kinetic
energy transfer weapons - are typically developed by Backward worlds, but are common in
any culture from TL 4 on up, due to their simplicity and economy. Their stopping power is
better than energy weapons, and their deadliness
is usually close to equal. Many a native of a high
tech world has been laid low by a lead slug.

Equipment: Weapons - 132 -

StarCluster - Equipment: Weapons


Modern Weapons
Weapon

Damage

Skills Req

Hit Table

Range

Arc Knife
Arc Sword
Automatic Pistol
Automatic
Rifle
Baton
Cattleprod
Chemical
Grenade
Cogar
Combat Knife
Dart
Dart Rifle
Electric Stars
Electric Whip
Flare Pistol
Flare Rifle
Grenade
Launcher
Gyrojet Pistol
Gyrojet Rifle
Hand Cogar
Hatchet
Laser Pistol
Laser Rifle
Light Sword
Machete
Mag Rifle
Molecular
Sword
Revolver
Shrapnel
Grenade
Smoke
Grenade
Sniper Rifle
Sonic Pistol
Sonic Rifle
Sting Pistol
Sting Rifle
Stun Pistol
Stungun
Submachinegun
Unarmed
Volt Pistol

+20
+30
+15

blade+2
blade+3
gun+1

electric
electric
kinetic

short
point blank
medium

Tech
Level
8
8
6

+25

gun+2

kinetic

long

+0
+20
drug fog

melee+1
melee+1, blade+1
melee+1

bash
electric
N/A

short
point blank
short

0
6
6

+50
+10
+0
drug+15
+15
+30
+40
+40
See
Grenades
+20
+30
+40
+15
+15
+30
+50
+20
+30
+40

beam+5
blade+1
melee+1
gun+3
melee+4
melee+4
Gun+1, gyrojet+3
gun+1, gyrojet+3
gyrojet+3

long
short
short
long
short
short
short
medium
long

10
7
2
6
8
7
4
6
7

gun+1, gyrojet+1
gun+1, gyrojet+1
beam+4
melee+1
beam+1, gun+1
beam+3, gun+1
blade+3, beam+2
blade+1
gun+2, beam+2
blade+5

energy
cut
arrow
arrow
electric
electric
kinetic
kinetic
See
Grenade
kinetic
kinetic
energy
cut
energy
energy
energy
cut
cut
cut point

medium
long
short
short
medium
long
point blank
point blank
long
blank

7
7
10
4
8
8
10
4
8
9

+15
+40

gun+1
melee+1

kinetic
Sting

medium
short

5
5

smoke

Melee+1

N/A

short

+25
+10
+20
drug
drug
stun
stun
+30

gun+5
gun+1
beam+1, gun+1
gun+2
gun+3
gun+1
beam+1, gun+1
gun+1

kinetic
energy
energy
sting
sting
energy
energy
kinetic

far
short
medium
short
medium
short
medium
short

5
8
8
8
8
9
9
6

(varies)
stun

unarmed+1
gun+2

unarmed
electric

point blank
medium

0
7

Equipment: Weapons - 133 -

StarCluster - Equipment: Weapons


Archaic Weapons
Weapon

Damage

Skills Req

Hit Table

Range

Axe
Bolo
Brass
Knuckles
Broadsword
Crossbow
Cudgel
Cutlass
Dagger
Daikyu
Dart
Flail
Foil
Foot Bow
Halberd
Hand Crossbow
Handaxe
Katana
Light Crossbow
Longbow
Mace
Nunchaku
Nunchaku
Pellet Bow
Rapier
Recurved Bow
Short Bow
Shortsword
Singlesticks
Sling Bullet
Sling Stone
Spear
Staff
Sword
Throwing
Knife
Two Hander
Unarmed
Wakizashi
Warhammer
Whip

+30
+20
+5 to
unarmed
+25
+40
+0
+15
+0
+30
+0
+15
+10
+50
+40
+15

melee+2
melee+3
melee+1

cut
bash
unarmed

point blank
medium
point blank

Tech
Level
2
1
4

blade+2, STR 8+
bow+1, gun+2
melee+1
blade+1
blade+1
bow+4
melee+1
melee+3
blade+4
bow+5
melee+3, STR 10+
bow+1, gun+1

bash
arrow
bash
cut
cut
arrow
arrow
bash
cut point
arrow
cut
arrow

point blank
long
short
point blank
short
long
short
point blank
blank
far
short
short

3
3
0
4
1
3
2
3
4
4
3
4

+15
+50
+25

melee+1
blade+5
bow+1, gun+1

cut
cut
arrow

short
point blank
medium

1
4
3

+40
+20
+20
+0
+10
+30
+25
+15
+15
+15
+10
+0
+15
+10
+15
+15

bow+4
melee+1
melee+4
melee+3
bow+1
blade+4
bow+4
bow+1
blade+1
blade+1
melee+2
melee+2
blade+1, melee+1
melee+1
blade+2
blade+2, melee+2

arrow
bash
bash
cut
bash
cut
arrow
arrow
cut
bash
bash
bash
cut
bash
cut
cut

long
point blank
point blank
short
medium
point blank
long
medium
point blank
short
medium
medium
short
point blank
point blank
short

3
2
1
2
2
4
3
1
2
0
2
0
1
1
2
3

+40
(varies)
+20
+30
+15

blade+2, STR 10+


unarmed+1
blade+2
melee+4
melee+3

bash point
unarmed
cut
bash
bash

blank
point blank
point blank
short
short

3
0
4
2
1

Equipment: Weapons - 134 -

StarCluster - Equipment: Weapons


Hit Tables
Cut
Hits
Skin
0
Arrow
Hits
Skin
0
Bash
Hits
Skin
0
Kinetic
Hits
Skin
0
Energy
Hits
Skin
0
Electric
Hits
Skin
0
Sting
Hits
Skin
0
Unarmed
Hits
Skin
0

Hide Ballistic
-5% -10%

Steel
-15%

Plate
-20%

Ceramic
-25%

Plasteel
-35%

Chrmskn Wicker
0
-5%

Hide Ballistic
0
-5%

Steel
-10%

Plate
-15%

Ceramic
-20%

Plasteel
-40%

Chrmskn Wicker
0
-45%

Hide Ballistic
-5% -15%

Steel
-15%

Plate
-20%

Ceramic
-25%

Plasteel
-35%

Chrmskn Wicker
0
-5%

Hide Ballistic
-5% -15%

Steel
-15%

Plate
-15%

Ceramic
-25%

Plasteel
-35%

Chrmskn Wicker
0
0

Hide Ballistic
0
-5%

Steel
-10%

Plate
-15%

Ceramic
-20%

Plasteel
-30%

Chrmskn Wicker
-35%
0

Hide Ballistic
-10% -35%

Steel
0

Plate
0

Ceramic
-45%

Plasteel
-25

Chrmskn Wicker
0
-30%

Hide Ballistic
-10% -25%

Steel
-55%

Plate
-80%

Ceramic
N/A

Plasteel
N/A

Chrmskn Wicker
0
-10%

Hide Ballistic
-5% -10%

Steel
-15%

Plate
N/A

Ceramic
N/A

Plasteel
N/A

Chrmskn Wicker
0
-5%

Equipment: Weapons - 135 -

StarCluster - Equipment: Weapons


Weapons - Ammunition, Ammo Costs, and Weapon Costs
Weapon
Arc Knife
Arc Sword
Automatic Pistol
Automatic Rifle
Axe
Baton
Bolo
Brass Knuckles
Broadsword
Cattleprod
Cogar
Combat Knife
Crossbow
Cudgel
Cutlass
Dagger
Daikyu
Dart
Dart Rifle
Electric Stars
Electric Whip
Flail
Flare Pistol
Flare Rifle
Foil
Foot Bow
Grenade
Grenade
Grenade
Grenade Launcher
Gyrojet Pistol
Gyrojet Rifle
Halberd
Hand Cogar
Hand Crossbow
Handaxe/Hatchet
Katana
Laser Pistol
Laser Rifle
Light Crossbow
Light Sword
Longbow
Mace
Machete
Mag Rifle
Mol.ecular Sword
Nunchaku
Pellet Bow
Pellet Bow

Ammunition
Ammo Price
battery 7
1cr
armpak 7
2cr
10 shot clip
1cr
20 shot clip
1cr
none
N/A
none
N/A
none
N/A
none
N/A
none
N/A
battery 7
2cr
armpak 10
10cr
none
N/A
bolt
6/3cr
none
N/A
none
N/A
none
N/A
long arrow
6/5cr
none
N/A
1 dart
0.5cr
none
Disposable
armpak7
4cr
none
N/A
1 flare
1cr
1 flare
1cr
none
N/A
long arrow
6/5cr
Shrapnel Grenade
3cr
Drug Grenade
4cr
Smoke Grenade
4cr
See Grenade
N/A
5 shot clip
3cr
10 shot clip
5cr
none
N/A
armpak 10
10cr
short bolt
6/1cr
none
N/A
none
N/A
armpak 8
5cr
armpak 8
5cr
bolt
6/3cr
armpak 10
10cr
long arrow
6/5cr
none
N/A
none
N/A
60 shot clip
2cr
none
N/A
none
N/A
bullet
5/1cr
stone
N/A
Equipment: Weapons - 136 -

Weapon Price
10cr
20cr
5cr
10cr
20cr
5cr
5cr
1cr
20cr
7cr
200cr
2cr
350cr
0.5cr
10cr
1cr
300cr
6/5cr
30cr
10cr
15cr
10cr
5cr
10cr
3cr
400cr
N/A
N/A
N/A
20cr
5cr
10cr
70cr
80cr
200cr
10cr
150cr
10cr
20cr
200cr
150cr
50cr
15cr
5cr
75cr
80cr
5cr
25cr
25cr

StarCluster - Equipment: Weapons


Rapier
Recurved Bow
Revolver
Short Bow
Shortsword
Singlesticks
Sling
Sling
Sniper Rifle
Sonic Pistol
Sonic Rifle
Spear
Staff
Stars
Sting Pistol
Sting Rifle
Stun Pistol
Stungun
Submachine-gun
Sword
Throwing Knife
Two Hander
Unarmed Combat
Volt Pistol
Wakizashi
Warhammer
Whip

none
arrow
6 cartridges
arrow
none
none
bullet
stone
1 cartridge
armpak 8
armpak 8
none
none
none
25 shot clip
50 shot clip
armpak 9
armpak 9
30 shot clip
none
none
none
none
5 shot clip
none
none
none

N/A
6/2cr
0.1cr
6/2cr
N/A
N/A
5/1cr
N/A
0.1cr
5cr
5cr
N/A
N/A
N/A
1cr
3cr
7cr
7cr
2cr
N/A
N/A
N/A
N/A
2cr
N/A
N/A
N/A

Equipment: Weapons - 137 -

75cr
200cr
2cr
25cr
3cr
1.5cr
1cr
1cr
50cr
10cr
30cr
2cr
1cr
6/5cr
10cr
30cr
7cr
20cr
10cr
5cr
10cr
40cr
N/A
10cr
50cr
20cr
5cr

StarCluster - Equipment: Weapons


Weapon Modification Tables
Weapons on many worlds, particularly Primitive worlds, are typically ornamented as well as functional.
Materials for Blades/Heads
Item

Cost
Modifier

Skill
Required

Effect on combat

Steel
Ironwood
Silver
Iron
Obsidian

X1
X.8
X5
X1
X.5

smith
carpentry
smith
smith
mason

Copper

X2

smith

Bronze

X2

smith

Flint

X.5

mason

Ash

X.3

carp

standard
-15 damage
-15 damage
-5 damage
-10 dam v steel+
armor
-5 dam v plate+
armor
-5 dam v plate+
armor
-15 dam v steel+
armor
-20 dam

Blade/Head Decoration
Item

Cost
Modifier

Skill
Required

Description

Damascening
Etching

X1.5
X3

smith
chem

Engraving
Inlay - Mother of
Pearl
Inlay - Silver

X3
X5

sculpt
sculpt

X10

sculpt

Inlay - Gold

X15

sculpt

Inlay - Copper

X3

sculpt

Polish
Gold Wash
Pattern Hammering
Runes

X1.5
X5
X2

smith
chem
smith

X2

smith

Swirling patterns all over metal


Intricate patterns burned into metal with
acid
Intricate patterns cut into material
Patterns cut into material and filled with
Mother of Pearl
Patterns cut into material and filled with
Silver
Patterns cut into material and filled with
Gold
Patterns cut into material and filled with
Copper
Material is burnished to a mirror shine
A golden tint is formed on the metal
The hammer marks are left showing in
intricate patterns
Lettering cut and faced into material

Equipment: Weapons - 138 -

StarCluster - Equipment: Weapons


Materials for Hilts and Hafts
Item
Leather wrapping
Cotton wrapping
Sharkskin wrapping

Cost
Modifier
X1
X.8
X3

Skill
Required
tan
weav
tan

Wire wrap - gold

X3

smith

Wire wrap - silver

X2

smith

Wire wrap - copper

X1.5

smith

Description
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip
Wrapping around haft to cushion the grip non-skid grip
Counter-wrap to hold soft material on decorative
Counter-wrap to hold soft material on decorative
Counter-wrap to hold soft material on decorative

Crosspiece
Item
Plain
Filigree
Bejeweled
Bladed
Gold wash
Silver wash
None
Pommel/Shoe
Item
Brass knob/shoe
plain
Silver knob/shoe
plain
Gold knob/shoe
plain
Copper knob/shoe
plain
Fancy knob/shoe
Bejeweled knob/
shoe

Cost
Modifier
X1
X1.5
+ jewel cost
X 1.2
X2

Skill
Required
smith
smith
smith

Description

smith

X2
X1.5
X.8

chem
chem
none

Dagger blades mounted in place of crosspiece. Damage +0 instead of normal attack


Golden tint is formed on the metal
Silver tint is formed on the metal
No crosspiece

Cost
Modifier
X1

Skill
Required
smith

Description

X2

smith

Silver material

X3

smith

Gold material

X1.5

smith

Copper Material

X1.5
+ jewel cost
X1.2

smith
smith

Decorative Shape
Set with Jewels

Standard
Fancy
Fancy with jewels mounted

Standard

Equipment: Weapons - 139 -

StarCluster - Equipment: Weapons


Workmanship Cost Modifier
Superb
Excellent
Good
Poor
Slipshod

X 2.0
X 1.5
X 1.0
X 0.5
X 0.3

Multiply the base cost of the weapon by the modifiers to find the final cost
.

Equipment: Weapons - 140 -

StarCluster - Playing the Game

Star Cluster

Playing the Game


Playing the Game - 141 -

StarCluster - Playing the Game


The StarCluster RPG
The object of the game of StarCluster is to survive. The
longer a character survives, the more skills he has. The
more skills, the better chance of survival. High
attributes are most important at young ages, where the
characters skill levels are low. In general, skills are
much more important than high stats, and a character
which has low stats is not necessarily unplayable.
StarCluster is designed to be played in a linked series
of adventures, with each adventure forming the highlight of that year for the character. Each adventure
may be one or several sessions long. You can skip one
year or several between adventures, or even go back in
time, if you want to allow the character a certain script
immunity. Because of its year-based character progression, StarCluster excels at this method of play.
Characters can move from profession to profession as
they will, if they fulfill or waive the requirements for
entering the profession. In this process, each character
becomes an individual person, with all an individual
persons richness.
StarCluster is all about the characters, and it is their
strength which propels the game.
Creating a character
The Character Generation Guide, together with the
Humans and Humanoids Guide, contains all that is
necessary to create a StarCluster character. In
StarCluster, you will continually be forced to decide
between depth and breadth of knowledge. The deeper
your character's knowledge, that is, the higher your
plus rating in your skills, the better your character can
use those skills. The broader your character's knowledge, the more skills you have to affect things. Your
character will always be a compromise between depth
and breadth. Every character is unique in StarCluster,
and there is no "better" character. StarCluster characters proceed directly from the life experiences and history of the character.

Constitution
Constitution is the character's total ability to keep
functioning. The constitution is the character's
strength, coordination, agility, and endurance added
together and multiplied times ten. The constitution
has various levels which indicate how the character is
doing:
Normal
The character is at peak condition, and functioning normally.
Hindered
The character is hurting. Initiative, To Hit, Damage, Skill, and any other %d roll is at a penalty of
20. This may be a +20 where you need to roll low
as in initiative or to hit, or a -20 where you prefer
to roll high, such as damage.
Unconscious
The character becomes Unconscious. The character can be made conscious again by shaking or
shouting, but any damage will make the character
Unconscious again. In addition, the character is
also Hindered.
Seriously Wounded
The character is really hurting. The character is
Unconscious, cannot be woken up, and is bleeding to death at the rate of 10 points per round.
The bleeding will stop if the wound is bound,
another character taking one round to do so, and
is defenseless while doing so.
Normal Level is 100% of constitution,
Hindered Level is 75% of constitution,
Unconscious Level is 50% of constitution, and
Seriously Wounded Level is 25% of constitution.

Playing the Game - 142 -

StarCluster - Playing the Game


When the character is between Hindered Level and
Normal Level, the character is Normal. Between
Unconscious Level and Hindered Level, the character
is Hindered. Between Seriously Wounded Level and
Unconscious Level, the character is Unconscious.
Below Serious Wounded level, the character is Seriously Wounded. If the character is exactly on a level, a
character functions at the level above. For instance, if
a character is exactly at Hindered Level, the character
is Normal.
StarCluster Combat
The combat system of StarCluster works on the
assumption of a one-minute round. This is divided
into 120 half-second segments called "initiatives".
Normal initiative is between one and 100, and is
decided using a %d roll. Characters who are hindered
or worse have a +20 penalty to their initiative, and
thus may go as late as 120. During their initiative, the
character may use a weapon and attack, use psionics,
or perform a major action. What constitutes a major
action is necessarily left to the discretion of the GM,
but certainly driving a vehicle, performing first aid, or
moving long distances are major actions, and these
should give the GM some indication of the use of the
term.

and each initiative is half a second long, so talking


must be short.
Characters may trade percentile points between initiative, the to-hit roll, and damage. That is, a player may
choose to delay his initiative in order to achieve a better percentage to hit, or take a penalty on damage to
speed his initiative, or take a penalty to hit to speed up
initiative and increase damage. Any initiative lower
than 1 goes first, any initiative higher than 120 goes
last, and in case more than one character does so, the
player with the lower total goes before the others. The
penalties and bonuses must equal each other - i.e. a 40
point speed up on initiative must be balanced by penalties to the to-hit roll and/or damage which equal 40.
The points traded must be declared before dice are
rolled, except in the case of initiative.
For example. Bettina rolls a 55 on her initiative roll.
She slows down her initiative by 20, pushing her up to
a 75. On her initiative, her target number is 60% and
she elects to raise that to 65%. She rolls a 63 and hits.
Her damage would normally be a +15, but with the
additional +15 left over from the initiative penalty, she
does +30. She rolls an 82, which comes to 112 points
of damage after bonuses are added.
Characters who have achieved weapon mastery, that
is at least a +5 in that weapon skill, gain an extra
attack each round with certain weapon types. The
same holds true at every fifth level of weapon skill, i.e.
+5, +10, +15, and so on. A character with a gun skill
of +11 thus would have 3 attacks per round with any
gun. These attacks should take place at intervals of 10
initiatives.

If there is an ambush or surprise attack situation, the


PCs and the enemy as a whole roll %d. The results are
compared. If the PCs die roll is within 20 of the
enemy, there is no surprise, and normal combat
begins. If the PCs roll more than 20 lower than the
enemy, the PCs has surprised the enemy and get an
entire round (one minute) to attack without effective
reply from the enemy before normal combat begins.
If the enemy rolls more than 20 lower than the PCs,
For Example: Penelope, a character with Gun+11,
the enemy gets an entire round of attacks against the has 3 attacks per round with Guns. For her initiative,
PCs with no reply before normal combat begins. If
she rolls a 54. If she is not hindered, she may perform
the characters achieve surprise, they should individu- an attack on initiatives 54, 64, and 74. This is referred
ally roll initiative on %d, and act from lowest roll to
to as 'splitting' an initiative. A character may opt to
highest. When normal combat begins, initiative is perform a small action on one of her split initiatives if
rolled. Each player rolls %d separately, and the enemy the GM feels that is reasonable. For instance, Penerolls collectively. Lowest roll goes first, and proceeds lope uses her attack on initiative 54 to gain 50% cover
to highest. Characters and enemies can talk out of
behind a large boulder. Penelope may not use one of
turn, but remember there are 120 initiatives in a round her three split initiatives to perform a major action,
Playing the Game - 143 -

StarCluster - Playing the Game


use Psionics, or attack with a different type of
weapon. These things take up the entire initiative.
Psionics happen immediately, as soon as they are
used. Characters may make gestures and say (or sing)
words, but these are just mnemonic tricks to help
them remember, and the skills can be used without
them perfectly well. If the character or enemy makes a
physical attack, the character or enemy makes a To Hit
roll with %d. If the result is equal or less than the to
hit roll necessary to hit that armor, Damage is rolled.
Damage is rolled as %d plus the damage rating of the
weapon. For example, a Light Sword has a damage
rating of +50, so the player rolls %d and adds 50
points, for a result between 51 and 150. If the damage
rating is negative, the number is subtracted from the
%d roll, with any negative result rounded to zero, so a
weapon rating of -20 would have a result of 0 to 80
points. This number is subtracted from the constitution of the character who was hit.
Combat in StarCluster tends to be short, brutal, and
bloody, but seldom deadly. One side of the combat
will usually end up unconscious, with a few seriously
wounded, and possibly one or two dead. This is good
for the game, and good for the players, as losing a single combat usually means they are taken prisoner,
rather than dead. Flying creatures will swoop and dive
on non-flying creatures, so non-ranged weapons, such
as swords or unarmed combat, will only affect the flying creature during the initiative it attacks, and the initiative immediately preceding and following the
attack.
Ranges
Ranges in StarCluster are given by weapon. A
weapon's range rating is one of the following:
Point Blank - Within 2 meters. This is the range for
all held weapons that must be used held in the hand,
like most blades and melee weapons.

Long - Between 50 and 250 meters.


Far - Between 250 and 1000 meters.
Very Far - Between 1000 and 2000 meters.
A weapon's Range rating is the range at which it is
normally effective, that is, at a penalty of zero. The
next range higher is always at minus 40% to hit, the
range after that is impossible to hit. Closer ranges give
a +5% for each of the next two range steps, giving a
+5% to hit for the next nearer range step and +10%
for the next range step closer than that. Targets closer
than this are impossible to hit with this weapon.
For example, Mike has a gun+5 and a COOR of 9.
This gives him a base to hit percentage of 65% to hit
"Skin" for gun weapons, modified up +5% for his
coordination to 70%. Using an Auto Pistol, with a
Range rating of "Medium", Mike hits targets with
"Skin" armor at medium range at the nominal percentage, which is 70%. At "Long" range with this
weapon, Mike has a -40%, or 30% chance to hit. At
one step nearer, or "Short" range, Mike has a +5% or
75% chance to hit. At one more step closer, that goes
up 5% again, to 80% at "Point Blank" range.
In a further example, Mike uses a Sniper Rifle, with a
Range Rating of "Far". If the target (wearing "Skin"
armor) is at Far range, Mike has a 70% chance to hit.
If the target is at "Very Far" range, Mike has a -40%
modification giving him a 30% chance to hit. At
"Long" Range, Mike has a +5%, or 75% chance to hit.
At "Medium" range, he gets a further +5% to hit,
increasing his chance to 80%. At "Short" range and
closer, Mike cannot hit the target, as it is too close. If
the target is further away than "Very Far", Mike cannot hit the target because it is too far away.
Cover

Cover is the use of obstructions to decrease the probability of being hit. Examples are hiding behind a
rock, or firing from around a doorway. In StarCluster,
Medium - Between 10 and 50 meters.
cover is rated in 4 steps: 25% cover, 50% cover, 75%
Playing the Game - 144 Short - Between 2 and 10 meters.

StarCluster - Playing the Game


cover, and 100% cover. The effects of such cover are
given below.
25% Cover - The target is behind a small rock or
tree, or perhaps an obscuring curtain of cloth or
leaves. If the shooter rolls a hit, a second roll
against the cover is made. A roll of 26 or higher,
unmodified, is a true hit, anything lower hits the
cover instead of the target. The target has no penalty to return fire.
50% Cover - The target is behind a low wall, or
shooting around a doorway or a large tree, or
something similar. If the shooter rolls a hit, a second, unmodified roll is made against the cover. A
roll of 51 or greater is a true hit, anything else hits
the cover. The target has a -25% penalty to return
fire.
75% Cover - The target is in a well protected position, firing through a loophole or small window, or
some similar situation. If the shooter rolls a hit, a
second roll against the cover is made. A roll of 76
or higher, unmodified, is a true hit, anything lower
hits the cover instead of the target. The target has
a 50% penalty to return fire.
100% Cover - The target is entirely behind some
large, solid object, and cannot be hit. The target
cannot return fire, as doing so will reduce the
cover to a 75% rating at least. Cover should be
adjudicated by the GM using the examples above.

antidotes.
Healing
Healing can be accomplished several ways. Psionically,
with heal, the healing takes place immediately. Normal
healing takes place over time, at a rate of 20 points a
day. A successful diagnosis skill check adds a bonus of
+20% to the success of the treatment, drug, herbalism, or surgery skills. With a successful drug or herbalism skill check, the regimen boosts the rate of
healing by another 30 points a day. A successful treatment or surgery skill check adds a bonus of another
30 points a day. You can't use certain skills in combination. For instance, surgery and treat work with different methods in a similar manner. Thus they cannot
be used on the same person at the same time. The
same holds true for drug and herbalism. The maximum natural healing rate, therefore, is 80 points a day.
This assumes normal healing (20), plus either drug or
herbalism, plus either surgery or treatment (+30).
Normal healing requires a minimum of seven hours
of sleep per night and non-strenuous work for the
duration. Without both of these conditions being met,
no healing will occur.
Armor

Armor in StarCluster works to prevent you from


being hit. The classes of armor are:
Skin The base condition. No armor, or very little.
Hide An armor made from leathers of various sorts.
Ballistic A somewhat tougher to hit armor, impact
resistant and ablative.
Poison
Steel This armor is made of steel, usually in links
Poison can be used in combat, and can be made by Plate Also made from steel, this armor is made in
characters with the Drug, Herbalism, or Chemistry large plates.
skills. The chance to make a poison is equal to the Ceramic Fiber reinforced ceramic composite armor.
normal skill chance minus 20, thus if the character has May be powered.
a skill chance of 50%, the chance to make poison is Plasteel Hullmetal armor, very tough. May be pow30%. Poisons made with the Chemistry or Herbalism ered.
skill have a minus 20% on their effectiveness, while Chromskin Armor designed to deflect beam weappoisons made with the Drug skill have a plus 20% on ons. Useless against anything else.
their effectiveness. Natural poisons used by creatures Wicker Light and flexible armor, excellent against
have a normal effectiveness. If poison is made, The
arrows, darts, dart guns and sting weapons, but mostly
GM and player should adjudicate its toxicity and any useless against other things.
Playing the Game - 145 -

StarCluster - Playing the Game


Applicable Skills
In running a StarCluster game, you may find that for a
given situation there are several skills which can be
applicable. For instance, Jack Jill, and Judy all need to
get over a fence. Jack says he would like to use Dash
and flip over it, Jill wants to use Gymnastics to vault
it, while Judy wants to use her Climb skill to climb it.
All these are perfectly applicable to the situation. In
many cases you will have to use your judgement as to
which skill is applicable, but generous use of common
sense is indicated.
Checks for tasks with no skill
There are several different methods used to determine
the chance of success of a character who needs to use
a skill he does not have. There are differences
between the methods, and we can give some guidelines to follow:
When a character is attempting a task for which
there is an in-game skill, but the character does
not have it, use a zero level skill check, where you
roll the governing attribute plus attribute modifiers or less on %d. This is fine for difficult tasks,
but for simpler tasks you will probably want to
give a healthy bonus modifier of +5 to+20 at your
discretion.
When the character is attempting a task for which
there is no in-game skill, but the character was
employed in a profession that would have some
call to use that skill or a related skill occasionally,
use the Employment check method. You could
just assign arbitrary numbers, or you could use
something like governing attribute + Modifiers +
3X years spent in that profession.

Remember, if you feel that in the given situation a different check would be more suitable, go with your
instincts. These are guidelines, not hard and fast rules.
We laid out these several methods to give GMs a
choice, as we felt that the GMs, who know more
about the given situation than we ever could, would
be the best ones to decide.
Weapons and Skills
The "Skill Required" column in the Equipment:
Weapons guide refers to the skill required to wield the
weapon effectively. Anyone can pick up a Molecular
Sword and whack at things with it, but it takes real
skill to use effectively. A person using a weapon uses it
at the lowest level of the appropriate skill unless their
skill level meets or exceeds the skill required to wield
the weapon effectively. For example, Margaret, with a
skill of blade+3, attempts to wield a Molecular Sword,
which requires a skill level of blade+4. Margaret will
be effectively blade+1 while using the Molecular
Sword until her blade skill is at least blade+4. At that
point, Margaret can use the Molecular Sword to its
full potential and has an effective skill of blade+4 with
the Molecular Sword. Damage is prorated to the level
of skill the weapon wielder possesses. For instance a
sword has a damage rating of +15 and requires a skill
level of blade+2. The damage is divided by the level
and rounded down, so that the sword has a damage
rating of +7 in the hands of a person with a skill level
blade+1 and a damage rating of +15 in the hands of a
person with a skill level of blade+2. To return to Margaret, our example from before, she has the following
to hit and damage ratings at various skill levels:
At 15 Margaret gets blade+1, making her a blade+1.
She uses a Molecular Sword with a 45% chance to hit
and a damage of +10.

When the character is attempting a task for which


there is no in-game skill, and the character would At 18, Margaret gains a blade+1, making her a
realistically not know much about the skill, use an
blade+2. She is still 45% to hit and her damage is now
Attribute Check at X1 - X4 depending on the ease +20.
or difficulty of the skill. Remember that Attribute At 22, Margaret gains a blade+1, making her a
checks have no modifier for high governing blade+3. She is still 45% to hit and her damage is now
attribute.
+30.
Playing the Game - 146 -

StarCluster - Playing the Game


At 30, Margaret gains another blade+1, making her a
blade+4. She is now 60% to hit, and her damage is the
full +40, which is the maximum damage with this
weapon.
People with no skill in the appropriate weapon type
inflict damage as if at the character were at skill level
+1, but halved.
For example: Before she was 15, Margaret
wielded a Molecular Sword at a damage rating of
(+10)/2 or +5.
Automatic fire
Automatic fire weapons such as assault rifles, machine
guns, and submachine guns can fire more than one
bullet with each pull of the trigger. When using automatic fire weapons, there are three possible modes of
operation:
Single Shot:
When using single shot mode, one bullet for each pull
of the trigger. This is treated exactly the same as a
normal rifle or pistol. Assault rifles and submachine
guns can use single shot modes.
Burst Fire:
With burst fire, the weapon fires three rounds with
each pull of the trigger. This gives the best compromise between ability to hit and damage. One roll of
the dice is made. The first round is at -20% to hit, the
second at -40%, and the third at -60%. For example,
Bob hits skin at 85%. He rolls a 35. The target number of 85 is dropped 20 for the first round for a result
of 65, which is higher than the roll, so the first round
hits. The second round fired is at -40, resulting in a
target number of 45, which again is higher than the
roll of 35. so the second round also hits. The third
round is at -60, resulting in a target number of 25,
which is lower than the roll of 35, so the third round
misses. Assault rifles, submachine guns, and machine
guns can use Burst Fire.

Full Automatic (Suppressive) Fire


Full automatic fire is generally used to pin down the
enemy in heavy cover, giving them substantial penalties in firing. It is primarily a defensive option, but if
the fire happens to hit an unprotected human, the
results are generally lethal. For example, a machine
gun is pinning down a small group of three in a rockpile. They are safe as long as they stay under cover. If
one of the three breaks cover, a roll to hit is made by
the machine gunner. On a hit, 1d10 rounds hit the target. If a machine gun is used against unsuspecting targets out in the open, cover rules are not used for the
first round. Full automatic fire is very useful against
vehicles. Submachine-gun rounds cannot penetrate
any vehicle armor, while machine gun rounds can
penetrate light armor.
Grenades
Grenades burst in an area of effect 10 feet (approx. 3
meters) in diameter. The character using the grenade
picks a particular target. On a hit, the target suffers
the grenades standard damage. If any other character
is within the area of effect, and the number rolled for
the original hit would hit that other character with a 30 penalty, that character is also hit. Cover rules apply,
but the cover must be between the character and the
blast.
For example, Joe throws a grenade onto a group of
three enemy in the wood. He has a target number of
65% with grenades, and hits the target with a roll of
20. The target number of 65 -30 is 35, which is above
his roll of 20, so both other characters in the radius of
effect are also hit. The trees provide some cover, so
each of the three characters make cover rolls. The first
roll, for the target, fails, as does the second, but the
third cover roll succeeds. Thus targets one and two
are hit by the blast, while a tree happens to be
between 3 and the blast, and thus he suffers no damage.

Other area of effect weapons such as mines, molotov


cocktails, artillery fire, etc. use the same process as
above, varying in the radius of their area of effect and
Playing the Game - 147 -

StarCluster - Playing the Game


the damage suffered on a hit. Area of effect weapons
can be smothered at great risk. A character can throw
herself on a grenade if within the area of effect. If she
does, the character suffers 4 times the damage she
would normally with no chance of cover. This does
protect any others in the area of effect from the blast.
Throwing oneself on a grenade is an act of great heroism, and few such heroes survive.
Ammunition Use
A full minute round gives time for a lot of shots to be
traded. Assume a character is using up a full allotment
of ammo per round - that is if the ammo is in clips,
the player uses up a clip. If the ammo is in a feed
chamber as in a revolver or repeating rifle, the full
chamber is used up. Single shot weapons use only the
number of shots actually taken.
General Knowledge and Languages
There are a lot of situations in which the character has
unquantifiable knowledge, such as general geographic
knowledge of an area or perhaps cultural knowledge
of a people. In these cases, the GM should decide if
the player knows anything concerning the situation
based on the character's background, and how much
the character knows. The level of knowledge can be
placed as 4 basic categories: None, Acquainted, Competent, and Fluent.
None means the character has no knowledge or only
the most rudimentary knowledge of a situation.
Acquainted means the character has some knowledge, but that knowledge is sparse and incomplete.
Competent means that the character's knowledge is
quite good, and the character can be expected to
know quite a bit concerning the subject.
Fluent means that the character knows anything a
native of the area or equivalent would know. Fluent
does not mean the character knows everything.

can decipher languages because the roots of the language are known and the differences can be deduced.
Most people cannot learn languages from these operational principles, they learn them from doing. The
GM should decide what languages the characters
speak, and at what level of competence.
A person with a Fluency in a language is automatically
rated competent in any nonnative dialect of that language, and is automatically rated as Acquainted in
related languages. For example, using Earth languages,
a Fluency in Standard German means the person is
automatically Competent in the Bavarian dialect and is
automatically Acquainted with Dutch. This simulates
the fact that root words can be similar enough to be
understandable between languages. A German
speaker would be able to - say - ask where the bathroom is and be generally understandable to a Dutch
speaker with a bit of effort on both parts, but would
be unable to have anything approaching a normal
conversation. With Competence, the people involved
can communicate normally, but many subtleties are
lost. No one would mistake a Competent person as a
native. With Fluency, all shades of meaning come
through, true translations become possible, and one
can pass as a native, all other things being equal.
Levels of Mastery
Levels of mastery are skill levels at the multiples of +5
(+5, +10, +15, etc.) Each level of mastery gives the
character repeated attempts at success. In combat, this
translates to multiple attacks per round. A character
with a single level of mastery gains a second attack,
while one with double mastery (+10) has three attacks
per round. Repeated attacks wouldn't mean much for
- say - a biology check, so for non-combat skills, each
level of mastery gains the character a re-roll if the previous roll fails.
For example, a character with a skill level of +11 not
only has a base success chance of 95%, but if the first
roll is a failure, the character has 2 re-rolls to make it.
A character with a double mastery should almost
never fail at that skill.

These categories should be used for languages as well.


The skill of linguistics is the study of languages from
the inside, as it were, so that one skilled in linguistics
can learn languages quickly from first principles, and
Playing the Game - 148 -

StarCluster - Playing the Game


Degree of success

Descriptions of Success or Failure

In many cases use of a skill is on a pass-fail basis - that


is, you need only to know whether the test succeeded
or failed, such as Did my character make the jump?.
Other times it is best to find out not only if something
succeeded, but by how much, such as Made my Writing skill check! How good is the story I wrote? In
these cases, the player can make a percentile dice roll,
the higher the result, the better - exactly as in combat
with its to-hit and damage rolls. The player may trade
points between them before the roll is made - i.e. he
may trade a decreased likelihood of success (a penalty
on the skill check) for an increase in the quality of the
work (a bonus on degree of success roll) thus indicating he has tackled something more ambitious than
usual. The degree of
success can be made at
any time and for any
skill where the players
and GM feel its
needed.

The players should describe what they are attempting


to do with a success or failure, whether in combat or
non-combat. The GM interprets the degree of success/damage roll according to what was attempted
and the remaining constitution of the opponent, if
any.
For example: Paula: A 38! Thats a hit! I thrust the
arc knife into the bots thin-skinned belly and rip up!
Paula:I roll for damage - a 52, plus 20 from my initiative, +20 for the arc knife, makes a 92 total.
GM: Ahhh - the bot shudders and jerks away from
you, twisting toward Yves. A shower of sparks rains
down underneath it.Yves? You are next.
Yves: I swack it away
from me with my
baton. Umm - drat!
Thats a 74! A miss! I
needed a 65 or less!
GM: Your blow lands
on the curved carapace
of the bot and glances
off, deflecting the force
into a tree. It moves on
past you toward Lonac.

Playing the Game - 149 -

StarCluster - Vehicle and Starship Guide

Starships and Vehicles

Sample Spaceships
One of the most important things a party will need is a spaceship, but buying a new spaceship - even a small one
- is out of the question for any character or even a small group of characters. They can find one, steal one, get
one in a will, go into debt to their eyebrows, or buy a fixer-upper. Usually, the GM somehow finagles a ship
into the hands of the players, but it is best if the players buy one collaboratively, as it will help bind the group
together.
Following are 2 spaceships to use in your games. Both ships are inexpensive enough for a small group of characters to buy pooling their money, but for different reasons. The Kane Class ships have a known defect, while the
Owl Class ships are awkward and old fashioned.
Vehicle and Starship Guide - 150 -

StarCluster - Vehicle and Starship Guide


The Kane Class Jump Ship

The Kane Class is a fairly new design, first laid down in the year 140 at the Shamshir Yards orbiting Thinker. The
designer is Ibrahim Jamaal al Musa, who created the Kane class as a somewhat larger and more expensive scion
of the wildly successful Egg trader. The Kane was launched with much fanfare, and orders poured in, until it was
discovered that the Kane ships had a nasty defect. After a couple of years of operation, the drives began to go
flakey, developing odd and unpredictable quirks. The complaints came in, and the Shamshir Yards tried replacing the drives, but so many had been sold that the company went bankrupt before a tenth of the Kanes sold had
been fixed. Thousands of Kanes were dumped on the market, prices reaching 1/10 the original cost.
Player Characters can pick up a 5-10 year old Kane class ship for 15,000-20,000cr if they are willing to deal with
the quirkiness of the drives. The drives will suddenly shut off, burn out components, run at top thrust for no
reason, unpredictably change thrust, and other annoying and possibly dangerous problems. A good engineer is a
must on a Kane crew. Kane cargo handling is excellent, with a drive on ramp and wide loading doors. The Kanes
have a 9:1 M/AM ratio, so they can run for 1200 hours at 1G on 10% mix, or 400 hours at 3G on Cruise Mix.

Vehicle and Starship Guide - 151 -

StarCluster - Vehicle and Starship Guide


The Owl Class Jump Ship

The Owl Class Jump Craft is tiny, cramped, and ill-laid out. The last Owl was built around the year 100, and the
craft is ancient, but it has a high cargo-to-weight ratio, and requires a only the smallest of crews. Thousands of
Owls were built over the years, and most of those sturdy, ugly little craft are still running - somewhere.
The Owls are ubiquitous, cheap, and reliable, thus certain smugglers love them. The Owl is as unremarkable as a
beige family sedan, and often escapes notice. They carry a 9:1 Matter to AntiMatter ratio, and can run for 200
hours at 3G on cruise mix or 600 hours at 1G on 10% mix despite the nominal ratings.
With any old ship, maintenance is a problem. Owls are very reliable when maintained well, but break down
quickly if they are neglected. Owl crews need to be trained in a variety of shipboard duties, as the crew is limited
to 2 on mainday and 2 on alterday, and thus each crew member wears a lot of hats. The Owls configuration is
awkward - no loading ramps or big cargo doors, thus the size of cargo is limited to what can fit in the elevators standard 2 ton container cargo is normally the maximum. Owls can be found for 5,000-10,000cr in decent condition.
Vehicle and Starship Guide - 152 -

StarCluster - Vehicle and Starship Guide


Sample Vehicles
Planetary vehicles, those limited to planet surfaces of- one type or another, are worth their weight in gold in the
proper circumstances. Players love to buy vehicles for their characters, and love to use them in game. Like most
things in the cluster, vehicles are created by design houses, who sell the rights to manufacture the vehicles to off
world manufacturers. Usually only sample vehicles are shipped from world to world, as data files are much
cheaper.
The Pathfinder
by Albrecht M. Dorfman Design Bureau
Tech Level 8
The Pathfinder is a big vehicle, weighing in at 33.8 tons. It is designed for use in remote wilderness areas. It
requires a breathable atmosphere, though turbochargers could be used in thin atmospheres. The Pathfinder has
a crew of 2, with one computerized driver station and one computerized gunner station, and a six person living/
sleeping section with WC and kitchenette facilities. The machine rides on 6 oversize wheels, with a high ground
clearance and wide track. The Pathfinder can carry 5 tons of cargo, and sports a turret with twin 20mm autocannon on top for a Weapon Factor of 8 each, teleoperated by the gunner. The powerful gas turbine engine pumps
out 7500 energy units, and the vehicle has a top speed of 220 kph on smooth roads, and can expect almost half
that in rugged terrain. The big fuel tanks hold enough kerosine for a 1600 kilometer range. The ceramic shell can
be pigmented in any color or pattern. Cost is around 1050cr
K-Bat
by Kaman Designs
Tech Level 9
The K-Bat is a small, acrobatic airplane, at 20 tons. There is one crewmember - a pilot - who sits at an advanced
driver station near the nose of the craft. The K-Bat is powered by a small turbojet of advanced design, producing
5000 energy units. The craft is well armed, with 1 30mm Weapon Factor 12 autocannon in a fixed mount
beneath the pilot in the nose, and up to 6 sophisticated computer controlled Jaegger missiles rated at a Weapon
Factor of 16 each. The thin, delta wings are supplemented by a small canard in front and a tall stabilizer fin in the
rear. The plane can reach top speeds of 750 kph with 6 missiles, 833 kph with 4 missiles, 937 kph with 2, and
1078 kph with none. The in-wing tanks give the craft a range of 4800 kilometers at a cruising speed of 600 kph.
The plasteel monocoque body is rugged and can be finished in any color or pattern desired. Cost is approximately 2900cr fully equipped. Replacement Jaegger missiles are available for 300cr each, and weigh 1 ton each.

Vehicle and Starship Guide - 153 -

StarCluster - Vehicle and Starship Guide


Jalousie
by Service d'Esthtique Industrielle du Etienne Dugas
Tech Level 8
The Jalousie is a small (4.5 ton) efficient and remarkably flexible ground vehicle. The passenger box contains a
computerized driver station and three passenger stations with interactive displays. The engine compartment is
underneath the passenger box, and accessed through a drop panel in front. The engine is a Duhammel Grande,
an alcohol fueled internal combustion device putting out 1500 energy units, driving four wide track wheels with
high ground clearance, independently sprung with look-ahead sensors. There is a small cargo compartment in
the back for carrying up to 400 kg of cargo. The Jalousie can reach a high speed of 300 kph, but is more comfortable cruising at 120. At that speed it carries enough alcohol for a 4000 km radius. The Jalousie is simple to
manufacture, and cheap to buy and operate at approximately 140cr.
Gravmaster Mark 6
by Hologenic Technologies
Tech Level 9
The Gravmaster series of simple A-Grav vehicles is famous for its rugged dependability. Open Simple Rider and
Standard Passenger stations straddle a small (60 kg) alcohol fueled internal combustion engine, pumping out 600
energy units. A big quarter-ton fuel tank is situated behind the passenger station. Folding outrigger booms carrying A-Grav plates stretch ahead and behind, and smaller balancing plates fan out to the left and right of the midsection. The Gravmaster Mark 6 weighs a mere 0.9 tons, has a range of 2600 km, and a max/cruising speed of
300 kph. It can be found new for approximately 66cr.

Vehicle and Starship Guide - 154 -

StarCluster - NPC & Character Option Guide

Non-Player Characters
and Character Options

NPC & Character Option Guide - 155 -

StarCluster - NPC & Character Option Guide

Non-Player Characters
Non-Player Characters are all the other people in your game setting, besides the Players' characters. They are the
farmers whose land the player characters cross. They are the lawyers whose advice the Player Characters seek.
They are the mothers and fathers, sisters and brothers, and long lost cousins who show up on the doorstep
needing a place to stay. All of them are created by the Game Master to propel the game along and populate the
setting.

Chance Met NPCs


There are various levels of reality which go into making up Non-Player Characters (NPCs). Some NPCs are
chance met on the road or bumped into at the bar. For example, here is an encounter with a chance met NPC in
the World of Faren setting:
[GEORGE] Hey, the old Erol City Inn is really hopping today! My character Paul Small looks for a drunken
yokel he can fleece in a game of Three Card Monte.
[Game Master) There's a pack of Riggers in from the drillheads, and a group of Archeologists up to see the
Olde Vantor Homeland. The Riggers are singing bawdy drinking songs and the Archeologists are trying to
ignore them.
[ANNA] Anyone else? Nike Adidas looks them over to see if any of them are interesting.
[Game Master] Well, ones a phytofarmer, obviously, but well-to-do. Um... (shuffles some papers, pretends to
read while furiously making things up] there's a human tourist and his uhh... girlfriend of the night, and a petrotechie, and uh... a big Tagris, and uh...
[ANNA] A Tagris? What's a Tagris doing here on Faren? A Tagris? Give me a break!
[GEORGE] What? A Tagris whos a Vantor Archaeologist? You're kidding, right?
[Game Master] Nope. He's uh... sitting, talking to a young human wearing a worn out spacesuit and a prosthetic eye.
[LOUIS] Ah the heck with Mr. Typical Smuggler. What's the Tagris wearing?
[Game Master] [Madly inventing] He's wearing an uh... a gold colored over tunic that's seen better days, and a
pair of disreputable pantaloons. Oh! and a scintillating Owl pinned to a red velvet hat.
[ANNA] Hey! That is just too weird! Tagrises are tall. How tall is this one?
[Game Master] Well, he's sitting down now, but he's at least 250 centimeters.
[LOUIS] Whoa! Big Dude! Phineas Phalanx goes over and asks if he wants to arm wrestle!
NPC & Character Option Guide - 156 -

StarCluster - NPC & Character Option Guide


[GEORGE] Back off Phin! Paul Small saw him first! "Hey, fur boy! You likee 3 Cardee Monty?"
[Game Master] Paul barely comes up to the Tagris' waist. The Tagris looks around like he's trying to find where
the whining sound is coming from.
[ANNA] Nike doesn't like Tagrises. She thinks they look like animals with all that fur. She dumps her beer into
the Tagriss lap, then she laughs in his face.
[GEORGE] Oh no! Not agaaaiiinn!
[LOUIS] "Niiiike!"
[Game Master] OK, Nike gets her wish. He jumps up snarling and backhands her. The area clears out, and you
two are standing at either side of a ring of spectators. Just a sec, while I get the character ready. I don't know why
I didn't expect this.

The Instant Character


The Game Master needs to very quickly roll up a character. He knows there's about to be a fist fight, and he
wouldn't put it past Nike to pull a knife. What he needs is an Instant Character, just a couple of skill levels and
a basic sketch of a personality. He didn't anticipate this particular interaction. He rolled twice on the following
table - Relevant Skill Level Table- once for unarmed and once for blade, getting a +3 and a +3. He decided to
change that to a blade+5. Then he rolled on the table after that - Quick Stats Table- but he didn't like the roll,
a 05, so he chose a STRENGTH of 15. Finally he rolled on the last table - Quick and Dirty Personalities
Table- and got a 29 - Honorable. He liked the result and kept it.
Of course, other NPCs are not just met once and then discarded. Some are coworkers or professionals who
interact frequently with the player characters, and some are folk who hire their services, such as guards, or perhaps students who follow the characters around to learn from them. If the characters meet up with or travel with
these NPCs frequently, the Game Master will want a bit more detail in the NPC.

The Temporary NPC


For instance, the Game Master had initially decided that the Tagris was just window dressing for the man with
the prosthetic eye, who was going to be an smuggler, but when Louis called the man "Mr. Typical Smuggler", the
Game Master realized he was being a bit too stereotypical. He decided right then to make the Tagris the focus.
After the fight, which the Tagris won by pinning Nike Adidas to the ceiling with a grav-belt, the Game Master
began shaping the newly important Tagris.
The Tagris was now to be an archaeologist, and the Game Master decided to make him be a priest as well. He
needed a hook for the new NPC, so he rolled on the NPC Missions Table. There he rolled that the Tagris was
on a Secret Political Mission. Further amplifying his NPC's background, he chose Relic or Religious Artifact from the
Object of Mission Table. He decided to make this the bones of a human missionary priest who was killed on
Adma during the first contact and subsequently canonized, which the Tagris is returning to the Church. The
mission is secret because the bones of the priest are supposed to have been already recovered. The GM decides
to name the Tagris "Folea Kaumal".
NPC & Character Option Guide - 157 -

StarCluster - NPC & Character Option Guide


The Game Master decides to give Folea Kaumal 3 more relevant skills and 10 incidental skills. He rolls 3 more
times on the Relevant Skill Table and 10 times on the Incidental Skill table. The relevant skills in this case are
important skills an archaeologist would have, and the incidental skills are minor skills which the Game Master
decides should include climbing, riding, linguistics, and such other useful skills. He adds up all of Folea's skill levels and subtracts one out of every 7 skills. Rounding to the nearest whole number results in Folea's approximate
age.
Deciding how many skills to award an NPC is a delicate thing, and should be left to the discretion of the GM.
We offer the following as guidelines:

Unless a character is very old, she will not have a lot of very high level skills. Remember the trade-off
between many skills and depth in those skills. Typical characters will have mastery (skill+5) in at most one
skill by the age of 25, and perhaps three or four by age 45. Double mastery (skill+10) is rare, and triple
mastery (skill+15)is truly exceptional. Double and triple mastery are indications that the character has
neglected breadth of knowledge for the sake of depth of knowledge.
Giving a character very many skills, many skill masteries, or both means the character will be old.
Remember to decrease the character's physical attributes appropriately to reflect the character's aging.
All these tables are there for your convenience as GM. Think of randomly rolling such things as spur to
your imagination. If you decide to just pick something interesting instead of rolling, go for it! If you do roll
randomly, ignore any result that is inconsistent with the setting or anything previously established about the
character.

The listings are very vague. They should be used as spurs for your creativity. For instance, the result of "Fleeing
Persecution" in the NPC Missions table implies that there is persecution to be fled from, that someone/some
organization is persecuting people, and that this someone has a reason for this persecution, good or bad. Fitting
this into your game setting may be impossible, in which case toss out the result and select something different.
On the other hand, this could be a hook deeper into something interesting that you hadn't thought about. Is the
persecution public? Is it deadly? Are the persecutors likely to come here looking to enforce the persecution?
What about the PCs? What will their reaction be? A lot can be built on a vague little two word table result.
The last table the Game Master uses is the NPC Relative Wealth table. This gives an indication of the NPC's
possessions. The Game Master selects a moderately wealthy result. This is to reflect the bizarre but expensive
clothing he has already given Folea Kaumal. With this the character is ready to play for a fairly long term.

NPC & Character Option Guide - 158 -

StarCluster - NPC & Character Option Guide


NPC Relevant Skills Table
Relevant
Roll or Choose
%d roll
01-10
11-35
36-60
61-84
85-98
99
0

Skill Level Table


Add a +1 if the NPC is a
professional
Skill Level
0
1
2
3
4
5
6

Quick Stats Table


Roll
or
Choose
%d roll
Statistic
01-02
03-05
06-10
11-18
19-28
29-39
40-50
51-60
61-64
65-69
70-74
75-80
81-84
85-88
89-92
93-94
95-96
97-98
99-00

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

NPC Missions Table


Roll
choose
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00

or NPC Mission
Open Religious Rite or Ceremony
Secret Religious Rite or Ceremony
Victim of Vast Political Conspiracy
Delusions of Vast Political Conspiracy
Trade Mission
Spying
Searching
Open Political Mission
Secret Political Mission
Tourist
Member of Political Cabal
Delusions of Membership in Political Cabal
On Way to Somewhere Else
Fleeing Persecution
Fleeing Law
Theft or Criminal Activity
Compelled Against Will
Madness
Prophecy
Love
NPC & Character Option Guide - 159 -

StarCluster - NPC & Character Option Guide


Quick and Dirty Personalities Table
Roll or Choose

Personality Hook

01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
37-39
40-42
43-45
46-48
49-51
52-54
55-57
58-60
61-63
64-66
67-69
70-72
73-75
76-78
79-81
82-84
85-87
88-90
91-93
94-96
97-99
00

Whimsical
Brooding
Pondering
Joking
Teasing
Flighty
Monomaniacal
Laid Back
Focused
Honorable
Scheming
Byzantine
Straight Arrow
Patient
Sneaky
Despondent
Sloppy
Haughty
Tricky
Earnest
Bashful
Humble
Angry
Bitter
Paranoid
Watchful
Planner
Improvisor
Whacky
Reserved
Brash
Whining
Languid
Roll twice

NPC & Character Option Guide - 160 -

StarCluster - NPC & Character Option Guide


Object of Mission Table
Roll or Mission Object
Choose
01-05
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-00

A Particular Player Character


A Particular Political Figure
A Particular Religious Figure
A Particular Relic or Religious Artifact
A Particular Weapon
A Particular Person of Opposite Sex
A Particular Person of Same Sex
Political Information
The Player Character Party
A Particular Symbolic Item
A Particular Item of Great Monetary Value
A Particular Item of Great Political Value
A Particular Technological Item
A Particular Animal
A Particular Plant
A Particular Mineral
Military Information
A Particular Piece of Property
A Particular Item of Great Religious Value
Information on a Process

Incidental Skill Table

Roll or Choose

Skill Plus

01-45
46-85
86-93
94-97
98-99
00

1
2
3
4
5
6

Incidental Skills are skills which the character has learned, but which have not proven vital in the character's life's
work. For instance, Ride skill for a Diplomat is not vital to the Diplomat's performance of duty, although it may
be very useful.

NPC & Character Option Guide - 161 -

StarCluster - NPC & Character Option Guide


NPC Relative Wealth Table
%d roll Possessions
01-15
16-30
31-40
41-50
51-55
56-60
61-65
66-70
71-73
74-76
77-79
80-82
83-85
86-88
89-90
91-92
93-94
95-96
97
98
99
00

Poor Clothing and Poor Weapon


Poor Clothing, Poor Weapons, and Poor Mount/vehicle/property
Decent Clothing and Poor Weapons
Decent Clothing and Decent Weapons
Decent Clothing, Decent Weapons, and Decent Mount/vehicle/property
Good Clothing, Decent Weapons, and Decent Mount/vehicle/property
Good Clothing, Good Weapons, and Decent Mount/vehicle/property
Good Clothing, Good Weapons, and Good Mount/vehicle/property
Excellent Clothing and Decent Weapons
Excellent Clothing and Good Weapons
Excellent Clothing, Good Weapons, and Good Mount/vehicle/property
Excellent Clothing, Excellent Weapons, and Good Mount/vehicle/property
Excellent Clothing, Excellent Weapons, and Excellent Mount/vehicle/property
Superb Clothing and Good Weapons
Superb Clothing and Excellent Weapons
Superb Clothing, Good Weapons, and Good Mount/vehicle/property
Superb Clothing, Excellent Weapons, and Good Mount/vehicle/property
Superb Clothing, Excellent Weapons, and Excellent Mount/vehicle/property
Superb Clothing, Superb Weapons, and Good Mount/vehicle/property
Superb Clothing, Superb Weapons, and Excellent Mount/vehicle/property
Superb Clothing, Excellent Weapons, and Superb Mount/vehicle/property
Superb Clothing, Superb Weapons, and Superb Mount/vehicle/property

NPC & Character Option Guide - 162 -

StarCluster - NPC & Character Option Guide


Mooks and Gunmen
Sometimes you want less complex characters, ones you can drop in most anywhere to provide opposition to the
Player Characters without a lot of social interaction. In other words, sometimes you just want someone to shoot
and be shot at. The following characters are generic gunmen, able to be dropped into most any situation with
only slight customization. The generic characters are graded from easiest to most difficult to allow you the most
flexibility. Throughout this section, the term weapon skill is used in place of the actual weapon skill relevant to
the situation. Replace this term with the skill appropriate to the scenario and go. The stat for Unarmed Combat
Damage assumes that Unarmed Combat skill is equivalent to Weapon Skill.
Mook:
STR:8
COOR:8
AGY:8
END:8
Weapon Skill+2
Armor: Ballistic or Skin
Other Relevant Skills: None
Unarmed Combat Damage: +10
To Hit:50%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

320
240
160
80

STR:8
COOR:8
AGY:8
END:8
Weapon Skill+3
Armor: Ballistic or Skin
Other Relevant Skills: None
Unarmed Combat Damage: +15
To Hit:55%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

320
240
160
80

STR:8
COOR:8
AGY:8
END:8
Weapon Skill+4
Armor: Ballistic or Skin
Other Relevant Skills: Sneak+1
Unarmed Combat Damage: +20
To Hit:60%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

320
240
160
80

Gunman:
STR:9
COOR:9
AGY:9
END:9
Weapon Skill:+3
Armor:Ballistic or Steel
Other Relevant Skills: Sneak+1, React+1
Unarmed Combat Damage: +20
To Hit:60%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

360
270
180
90

Army:
STR:9
COOR:9
AGY:9
END:9
Weapon Skill:+4
Armor: Ballistic or Steel
Other Relevant Skills: Tactics+2
Unarmed Combat Damage:+25
To Hit: 65%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

360
270
180
90

Thug:

Cop:

NPC & Character Option Guide - 163 -

StarCluster - NPC & Character Option Guide


Master:
STR:10
COOR:10
AGY:10
END:10
Weapon Skill:+5
Armor: Any
Other Relevant Skills: Dash+2, React+2
Unarmed Combat Damage:+30
To Hit: 70%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

400
300
200
100

Bodyguard:
STR:10
COOR:10
AGY:10
END:10
Weapon Skill:+5
Armor:Ballistic or Ceramic
Other Relevant Skills: Observe+3, React+3
Unarmed Combat Damage: +30To Hit:70%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

400
300
200
100

Marine:
STR:10
COOR:10
AGY:10
END:10
Weapon Skill:+6
Armor:Ballistic
Other Relevant Skills: Dash+2, Observe+2, React+2
Unarmed Combat Damage: +35
To Hit: 75%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

400
300
200
100

Armored Marine:
STR:20(10)
COOR:10
AGY:10
END:10
Weapon Skill:+6
Armor:Ceramic or Plasteel
Other Relevant Skills: Zero-G+2, React+2, Tactics+2
Unarmed Combat Damage: +55
To Hit:100% (75%)

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

400
300
200
100

Special Forces:
STR:11
COOR:11
AGY:11
END:11
Weapon Skill:+7
Armor:Ballistic or Plasteel
Other Relevant Skills: Tactics+3, Demolitions+3, gunnery+3
Unarmed Combat Damage: +45
To Hit:85%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

440
330
220
110

Double Master:
STR:13
COOR:13
AGY:13
END:13
Weapon Skill:+10
Armor:Any
Other Relevant Skills: React+5, Observe+5
Unarmed Combat Damage: +65
To Hit:105%

Full Constitution:
Hindered Level:
Unconscious Level:
Ser. Wounded Level:

520
390
260
130

Note: The names are for illustrative purposes. The Strength stat of 20 under Armored Marine assumes powered
armor while the number in parentheses is the un-enhanced non-powered stat.

NPC & Character Option Guide - 164 -

StarCluster - NPC & Character Option Guide


The Permanent NPC
For NPCs which require more than this, the NPC should be created exactly as if the character were a player
character. This will always give the best and most realistic results. Any character which needs to be that realistic
should go through the complete process.
One way to speed things up, and this can be done for a PC as well, is to take employment in blocks. In a ten year
block, an average result would be 2 promotions, so a less than average character would have 1 promotion, a good
character would have 3 promotions, and a very good character would have 4 promotions. Halve that for 5 year
blocks - thus zero for a below average character, one for an average character, and 2 for a very good character.
Physical Deterioration should be assigned. For an NPC, you can select skills rather than roll them. This should
drastically speed character creation up.

Character Option - Template Characters


Another way of speeding up character creation is to use pregenerated Template characters. This gives a typical
character of the profession, fully fleshed out, but at a young age. The GM can modify this with subsequent years
of skill acquisition or tweak the stats if needed. All of the following templates were created using the Determined
method of character generation outlined in the Character Generation section of the core rulebook. All of these
characters have been generated up to the age of 26. These do *not* include Mothers Milk skills, as they are
determined by the characters background. The GM is encouraged to create more templates as needed.
The Ex-Marine
STR:10
COOR:10
AGY:6
END:9
IQ:127 PSI:0 RANK:I
CHAR:5
Military School, Military College, Marine/6/2
Constitution: 350
Money: 685cr
Skills: Discipline+1, Gun+5, Unarmed+2, Organize+1, Leadership+1, React+2, Tactics+1, Ships Guns+1,
Beam+1, Astronmy+1, Gyrojet+1
The Ex-PSIman
STR:9
COOR:7
AGY:9
END:7
IQ:121 PSI:4 RANK:8
CHAR:7
High School, Psionics College, PSIman/ 6/2
Constitution: 320
Money: 545cr
Skills: Relate+1, Programming+2, Unarmed+1, Shield+1, Stun+2, Heal+2, Pyrokinesis+3, Electronics+1
The Ex-Smuggler
STR:5
COOR:9
AGY:7
END:5
IQ:117 PSI:2 RANK:D
CHAR:10
No School, No College, Spaceman/4/1, Smuggler/6/2Constitution: 260
Money: 1100cr
Skills: Obtain+1, Streetwise+3, Drugs+1, Melee+1, Pilot+3, Gun+1, Blade+1, Dash+1, Stash+1, Negotiate+1

NPC & Character Option Guide - 165 -

StarCluster - NPC & Character Option Guide


The Ex-Special Forces
STR:10
COOR:10
AGY:8
END:12
IQ:121 PSI:0 RANK:F
CHAR:5
Military School, Military College, Special Forces/6/2 Constitution: 400
Money: 1280cr
Skills: Discipline+1, Gun+3, Unarmed+2, Organization+1, Leadership+2, Tactics+2, Cryptography+1, Demolition+1, Zero-G+1, Electronics+1
The Ex-Engineer
STR:5
COOR:12
AGY:8
END:9
IQ:145 PSI:0 RANK:H
CHAR:7
Tech School, Engineering College, Engineer/6/2
Constitution: 340
Money: 600cr
Skills: Programming+2, Design+1, Drives+4, Physics+1, Gun+1, Electronics+2, Mechanics+1
The Ex-Asteroid Miner
STR:11
COOR:11
AGY:7
END:8
IQ:109 PSI:1 RANK:9
CHAR:7
No School, No College, Asteroid Miner/10/3
Constitution: 370
Money: 1740cr
Skills: Streetwise+1, Drugs+1, Melee+3, Orient 3D+1, Pilot+2, Astronomy+1, Gun+1, Minerology+3, Ships
Guns+1, Navigation+1
The Ex-Courier
STR:8
COOR:9
AGY:6
END:10
IQ:125 PSI:2 RANK:D
CHAR:9
High School, Acting College, Courier/6/2
Constitution: 330
Money: 825cr
Skills: Streetwise+2, Drugs+2, Blade+2, Disguise+1, Small Craft+1, Driving+1, Unarmed+1, Stash+1, Protect+1
The Ex-Explorer
STR:12
COOR:9
AGY:9
END:10
IQ:131 PSI:0 RANK:G
CHAR:6
High School, Art College, Explorer/6/2
Constitution: 400
Money: 365cr
Skills: Drugs+1, Unarmed+1, Paint+2, Sculpt+2, Programming+1, Planetology+1, Biology+1, Pilot+2,
Gun+1, Beam+1
The Ex-Cop
STR:7
COOR:12
AGY:8
END:10
IQ:117 PSI:2 RANK:D
CHAR:6
Military School, Thieves College, Lawman6/2
Constitution: 370
Money: 665cr
Skills: Gun+4, Unarmed+2, Streetwise+2, Appear+1, Melee+2, Protect+1, Law+2, Psychology+1
The Ex-Priest
STR:8
COOR:8
AGY:9
END:10
IQ:124 PSI:2 RANK:7
CHAR:10
Agricultural School, Seminary College, Priest/6/2
Constitution: 350
Money: 250cr
Skills: Programming+1, Streetwise+2, Sociology+1, Psychology+3, Relate+1, Drugs+1
NPC & Character Option Guide - 166 -

StarCluster - Star Travel and Space Combat

Star Travel and

Space Combat

Star Travel and Space Combat - 167 -

StarCluster - Star Travel and Space Combat


The Various Methods of Space
Travel
The first method of space travel in the Cluster is
A-Grav. A-Grav is a field which is generated by
an A-Grav drive. Within the boundaries of the
field, gravity - up to the mass limit of the drive is arbitrary. It can be whatever is desired, and
from any particular direction. As a space drive, it
only works in the presence of a large body which
can be pushed against or attracted to effectively.
Weapons pods use A-Grav to move around outside the ship. Ships and pods use it to lift from
planetary surface to space. Of course, internally
it makes possible acceleration faster than the
human physical limit. A-Grav is a Technology
Level 9 device, and is the key breakthrough technology of that Tech Level.
The second method of space travel in the Cluster is by G-Drive. G-Drive is a constant acceleration reaction drive, caused by combining matter
and anti-matter in a burn chamber. Most of the
mass of the drive is a complex maze of gravitic
piping and shielding, used for the handling of
matter and anti-matter safely. G-Drive is used to
travel from place to place within a star system. It
can be used to travel from star to star, but travel
times are long due to relativistic speed limits. It
can take years to travel between stars even at
very fast accelerations. G-Drive itself uses gravitic enhancement, and is rated by the number of
G's, or standard gravity units of acceleration, it
produces. G-Drive is a Technology Level 9
device.

transit is in objective time - and Psionic Power which determines how far away that relocation
can be.
Jump Travel is by Jump Routes. Jump routes are
naturally formed by a complex relationship of
stellar type and location. The Jump Routes for
the Cluster are a closed system, meaning there is
no way to use a Jump Drive to enter or leave the
cluster. The only way in or out is via slow GDrive or Fusion Drive travel.
Jump along a particular Jump Route can only be
effected at one point in every system. This point
is called the Jump Point for that Route, and there
are as many Jump Points as there are Routes. It
is always located somewhere on Orbit 1 of the
system, but it's exact location changes continually. Astronomers can locate the jump point by a
tedious process of estimation, which is why all
Jump Ships must carry an astronomer, to locate
the Jump Point. Jump Points must be entered
into at a particular speed, that being the speed at
which the relative motion on the ship and of the
system you are entering into are zero. The other
end of a Jump Route is the Exit point. The exit
point is a place somewhere on the orbit after the
last occupied orbit of a star. In other words, if
the last planet is in Orbit 4, then the Exit Point is
located somewhere in Orbit 5. Astronomers can
locate it by the same process used in locating
Jump points, but it is almost never done. The
ship enters and exits the Jump Route at a relative
speed of zero in comparison to the system it is
entering.

The third method of travel is by Jump. Jump is a


field effect, like A-Grav. Within the spherical Do not think that because the relationships
confines of a Jump field, everything up to the between the star systems are called Jump Routes
rated mass limit becomes detached from the that they are some kind of space highway which
normal space-time continuum. The ship is traveled by ships. Nothing travels along these
becomes, in effect, located nowhere. Within the routes. The ship ceases to be part of our normal
field, the Navigator uses her skill and psionic
frame of reference at the Jump Point of one syspower to 'focus' the ship into a new location, tem and becomes part of the universe again at
and the ship returns to the universe at that locathe Exit Point of another. Jump Drive is a Techtion. The two attributes of the Navigator are nology Level 10 device.
Transfer Skill - which determines how fast the
Star Travel and Space Combat - 168 -

StarCluster - Star Travel and Space Combat


The fourth method is by Fusion Drive. Fusion
Drive is a method used by Tech Level 8 cultures
to travel within a star system. There are 2 types
of fusion drive and they are a constant acceleration drive, analogous to G-Drive, except that
they fuse hydrogen nuclei to produce power.
Fusion Drive is fairly inexpensive and efficient,
but not as good as G-Drive.
The fifth method is by Fission Drive. Fission
Drive uses the power obtained by splitting heavy
elements to drive ships through star systems. It
is an order of magnitude (or more) less efficient
than Fusion Drive, and used for the same purpose. Fission Drive becomes available at Tech
Level 7.
The sixth and final method of travel is by Chemical Rocket. Chemical Rocket is the most inefficient drive of all, but for various reasons is used
in Tech Level 7, when it becomes available, as
the main means of lifting things to orbit from a
planetary surface.
Technology Levels
Reference has been made here to Technology
Levels, also called Tech Levels or TL. Tech Levels are a rating of the capacity of a culture to
build and repair a certain type of technology.
The Standard Tech Levels are given below:
TL

Age

Description

1
Stone Age
Beginnings
of
Agriculture, towns and cities. Trade is by barter.
Stone, Copper, and Wood are the characteristic
materials. The defining technology is Agriculture.
2
Ancient Age
City-states and
empires. The first real roads. Trade is by coin
and barter. Iron and Bronze are the characteristic materials. The defining technology is Metalworking.
3
Medieval Age
Feudalism, peasants, and serfs. Trade is in coin or by barter. The
characteristic materials are Stone, Wood, and

Iron. The defining Technology is Fortification.


4
Renaissance
Growth of cities
and trade, and new knowledge. Trade is in coin,
and the characteristic materials are Steel, Stone,
and Plaster. The defining Technology is Printing.
5
Age of Discovery
Voyaging, exploration, and colonization. Trade is in coin and
paper backed by bullion. The characteristic
materials are Wood, Iron, and Cloth. The defining technology is Steam.
6
Age of War
Revolution, war,
and the first exploits of true science. Trade is in
paper backed by coin or bullion. The characteristic materials are Steel and Concrete. The defining technology is Internal Combustion.
7
Age of Science
Science and trade
are king. Crude chemical rockets propel tiny payloads into space. Trade is in paper backed by
goodwill. The characteristic materials are Aluminum and Plastics. The defining technology is
Computers.
8
Space Age
Fusion
Drive,
Mag-lev, colonization of nearby planets and
moons. Trade is in paper and credits. The characteristic material is Ceramic. The defining technology is Fusion.
9
Interplanetary Age A-Grav,
GDrive, and robotics. Trade is in credits. The
characteristic materials are Plasteel and Ceramic.
The defining technology is A-Grav.
10
Interstellar Age
Jump
Drive,
interstellar colonization, and MatTran. Trade is
in credits. The characteristic material is Active
Plasteel. The defining technology is Mental Control.

While it is possible to get an item from a higher


tech culture on a lower tech world, it is very
expensive because the item cannot be manufactured by lower tech methods. Primitive cultures,
that is from Tech Level 1 through Tech Level 4,
are not traded with, as the impact on such cultures would be catastrophic. Observers are sent
down to study these primitive cultures in as
unobtrusive a manner as possible. Backwards
cultures, those of Technology Levels from five
Star Travel and Space Combat - 169 -

StarCluster - Star Travel and Space Combat


to seven, are traded with openly. These cultures
are advanced enough to withstand the cultural
shock of advanced technology.

Add-in
A standardized drop-in
sub unit. Used on pods because of the premium
of space and flexibility over cost. Weapon Addins are either in-line weapons or turrets. TurBackwards Diasporan cultures are allowed into
reted weapons require a separate gunner, as the
both the Diasporan Community and SaVaHuTa, pilot fires in-line weapons. Add-ins can be
but they have no voting privileges. They are also swapped out in any ships bay.
not taxed, and have the benefits of membership Station
A cluster of equipment
in the larger communities. Advanced cultures, optimized to allow an operator to perform a
those rated with Tech Levels of eight and above, specific function. A more powerful station can
are the heart of modern civilization. These are be reprogrammed to substitute for a lesser stathe cultures that build and operate starships, that tion, if necessary.
colonize and trade throughout the Cluster. Not
Pod Deployment
Weapons pods are norall areas of a world are necessarily the same Tech
mally carried inside the ships bay or their own
Level.
specialized weapons bays. In order to use them,
the pods must be deployed - i.e. moved outNomenclature
StarCluster uses some words in fairly specific, side the vessel. This is considered an aggressive
act and may be grounds for shooting, especially
nonstandard ways. Below are some examples of
with police, customs, or naval vessels. Naval vesStarCluster nomenclature:
sels usually travel with pods deployed, except
Ship
A space vehicle of over
during pod refueling and Jump.
100 Tons.
Detection and measureSmall Craft
A space vehicle of 100 Scan
ment instrumentation. Scan uses both passive Tons or less.
no detectable emissions - and active methods to
Jump Ship
A ship with Jump Drive.
locate and quantify hazards. Active scan can be
Jump Craft
A small craft with Jump
turned off. With active scan off, and shields and
Drive.
Space Ship
A ship without Jump drives off, a ship cannot be easily differentiated
from asteroids or other space debris.
Drive.
Shields
Protective measures used
Pod
A small ancillary vessel
by
ship
to
defend
itself.
This is a collective term
powered by A-Grav
which
covers
a
number
of
different technologies
Weapons Pod
A pod designed to be
such as antimissile lasers and mass drivers,
carried on a ship, housing weapons. These pods
are remotely operated by gunners. Since they reflective plasma fields, EM dispersion, and
operate using A-Grav, they are only available at other measures. Shields are an active defense,
and require skill and knowledge to use.
TL 9 or 10.
Engineering
Works with the various
Weapons Turret
A turret carrying weapsystems
and
subsystems
on a ship or pod, primaons. These are only used in TL 7-8 ships and
rily the drives.
pods, since weapon pods are inherently superior.
Matter and anti-matter.
A turret will cost the same as an equivalent pod, M/AM Fuel
and be the same tonnage. A TL 8 ship which is Each fuel component is kept separate until comatmospheric must enable the turrets to become bined in the mixing/combustion chamber.
Observatory
Area containing instrurecessed, at the same cost and tonnage as a ships
mentation for locating and identifying objects in
bay.
In-line Weapon
A weapon built into the space. Used by astronomers for finding Jump
ship or pod itself, aimed by pointing the whole Points and assisting in targeting during combat.
Trivox
Literally "three voice".
ship or pod.
Star Travel and Space Combat - 170 -

StarCluster - Star Travel and Space Combat


Trivox is a 3 dimensional display system. It can
be used in passive mode - watching prerecorded
programs - or active mode - playing games and
simulations. Trivox can be watched from a distance, or with personal gear, immersively, where
the person is part of the action.
Ships without A-Grav
It is possible that ships built on TL 9 or 10
worlds might have G drive, but no A-Grav.
Humans and Humanoids can withstand indefinite time at up to 2.5G constant acceleration,
but higher G forces can only be withstood for
limited periods. Generally, ships without A-Grav
have a maximum constant velocity of 2G, but
can use reserve power for maneuvering in battle.
For example, an A-Gravless ship can be constructed with a G-Drive rated at 6G, but when
traveling can only boost at 2.5G. In combat, all
6Gs may be used. When using more than 2.5G,
people and cargo must be secured and safety
procedures followed. Even a ceramic coffee mug
can be a lethal weapon at 6 G. People can be fitted into special G-compensation seating, and
special suits can also be worn to increase this
limit to 3G.
Spaceports
There are 4 general types of spaceport, types A,
B, C, and D.
Spaceport Type A is a ground spaceport with no
orbital component, and with refueling capabilities appropriate to the Tech Level of the
world or lower. Type A spaceports can be
anything from a cleared field in a primitive
world to a complex like the NASA installation at Cape Canaveral or Baikonur Cosmodrome. The ability of the spaceport to
service the arrivals is dependent on the Tech
Level of the world. This type of spaceport is
typical on backward or primitive worlds.

Tech Level of the world is. Type B spaceports are generally small but well equipped,
high tech level ports. This is because the
spaceport has been imported from a higher
tech world. These installations are typical on
Thieves' Worlds and on Hunting Planets,
both of which get much traffic from high
tech worlds in comparison to the size of the
population.
Spaceport Type C is an orbital spaceport with no
ground component. Type C spaceports are
usually found around colony worlds, as the
colony ship or ships generally remain in
orbit around the colony after the colonists
land on the new world, serving as the base
of a starport, with the landers now functioning as shuttles. Older colonies have substantially modified these original colony ships as
their needs have grown, but the core is still
there, even if it has been dismembered for
component parts.
Spaceport Type D is a spaceport with both
orbital and ground components. Type D
spaceports are found on and around worlds
of Tech Level 8 and above with substantial
populations, in other words, States or Colonizers. In busy systems like Gloria, there
might be half a dozen spaceports on the
ground or in orbit, some very specialized in
what traffic they care for. One station might
tend only to fission craft, with special safeguards against the radiation, or another
might only work with asteroid mining craft.
Each world is different in it's needs, and thus
in the exact distribution of services.

Spaceport Type B is a ground spaceport with no


orbital component, and with refueling capabilities of a Tech Level 9 or 10 world, i.e.
Matter-Anti-Matter, no matter what the
Star Travel and Space Combat - 171 -

StarCluster - Star Travel and Space Combat


Space Combat
The players are encouraged to dramatize and
narrate the results of the combat, especially
making use of in-character dialog over the ships
Comm net. This system does not scale well for
use in situations of spaceships vs. vehicles and
people. Starship weapons are incomparably
more powerful than vehicular and personal
weapons. Wherever reference is made to Ships,
small craft are intended as well.
Sides make standard %dice initiative rolls.
Side goes on its initiative.
Communications and Computer
Control
Comm station coordinates all activities.
Each round of combat, Comm rolls a programming check. If the check fails, all subsequent
activities have a further -5 penalty applied.
Comp station maintains the actual network
within the ship, rerouting through redundant lines to bypass breakdowns.
Each round of combat, Comp rolls a programming check. If the check fails, all subsequent
activities have a further -20 penalty applied.
Firing weapons at target
Scan acquires the target for the gunner,
vastly improving chances to hit.
For each weapon, Scan rolls an astronomy
check. If the check fails, the gunner has a -20
penalty to hit.
Gunner for that weapon rolls to-hit, with
these modifiers.
Target not evading (surprised for
instance) = automatic hit
If the firing ship has an observatory only:
A successful astronomy skill check by
the observer = +10

weapon did not penetrate and the attack fails.


An unsuccessful check means the weapon penetrated.
The following modifiers apply to the Shields
target number:
Ship is using Deflection Equipment
rather than Shields = -20
Weapon is Pacc = automatic failure neither reflective plasma nor anti-missile lasers
can stop Pacc bursts
Weapon is X-Ray laser missile = -20
Damage
If weapon penetrates, roll damage. Damage
is 1d10*DM*10. GM interprets the damage
result for best judgement of the effect and
describes it to the players.
Any damage roll of 10 on the 1d10 is a critical
hit, and a second d10 is rolled. Multiply the
damage times this result for critical damage. .
Example:
KEW mine penetrates for damage. A 1d10 is
rolled, and a result of 10 is obtained.
This is a critical hit, and a second d10 is
rolled for a Critical Damage result of 4.
Final damage =
1d10(10)*DM(2)*10=200*Critical damage(4) = 800
If a 10 is rolled for the Critical Damage,
another critical damage d10 is rolled and
multiplied by the previous result.

Example:
KEW mine penetrates for damage. A 1d10 is
rolled, and a result of 10 is obtained.
This is a critical hit, and a second d10 is
Penetration of shields
rolled for a Critical Damage result of 10.
The character manning the shields station
A third d10 is rolled for a Critical Damattempts to block penetration of the Shields
age #2 result of 4 Final damage =
by the weapon if a hit is scored.
1d10(10)*DM(2)*10=200*DamA successful ships guns check means the
age(10)*Critical damage #2(4) = 8000
Star Travel and Space Combat - 172 -

StarCluster - Star Travel and Space Combat


This process is open ended - that is the multipliers continue to accrue until a Critical Damage
result of less than 10 is rolled.
Armor
Armor absorbs damage which is below a
critical amount. This amount is 500*armor factor
Example:
A ship has an armor factor of 2. The
critical amount is 2*500 or 1000.
The ship is hit for 800 points. This damage is absorbed by the armor.
The ship is hit for 8000 points. This
damage is applied to the ship
Maintenance
Maintenance controls Damage which penetrates armor:
A successful electronics roll by Maintenance will
halve (*.5) damage.
A successful mechanics roll by Maintenance will
halve (*.5) damage.
If both rolls are successful, damage is quartered
(*25).
On small ships and craft, Maintenance is usually
done by the Engineer.

tion is *.5
At its full constitution*.25, the ship is Hammered.
All rolls are at -60% and max acceleration is *.25
A successful drives check will repair 200 constitution points per round.
A successful mechanics check will repair 100
constitution points per round.
A successful electronics check will repair 100
constitution points per round.
Once a ship passes Damaged level, repairs cannot fix the ship beyond Hindered level.
Once a ship passes Hammered level, repairs cannot fix the ship beyond Damaged level.
In order to fully repair this damage, the ship
must go to a starport for a refit.

Duties of the Crew in Combat


This combat system is designed to keep all the
crew involved in combat, giving each a task to
perform as a team.
Every Round
Comm coordinates all activities, allowing the
crew to work as a team, rolling checks
against programming to avoid communications failures.

Ship Constitution
Ships have 10 constitution points per ton,
rounded up.

Comp maintains the intership network, rerouting resources as necessary, rolling a


check against programming to avoid system breakdown.

Examples:
5 ton small craft = 50 constitution
100 ton shuttle =1000 constitution
550 ton merchantman = 5500 constitution

Each Weapon Firing at Target:


Scan acquires the target for the gunner, predicting movement in time lag, rolling an
astronomy check to avoid failing to correctly acquire target

At its full constitution*.75, the ship is HinObserver allows more precise target acquisition
dered.
for the gunner, rolling an astronomy
All rolls are at -20% and max acceleracheck to boost the chances of a hit.
tion is *.75
At its full constitution*.50, the ship is Dam- Gunner fires the weapon, rolling a ship's guns
aged.
check to hit the target.
All rolls are at -40% and max acceleraStar Travel and Space Combat - 173 -

StarCluster - Star Travel and Space Combat


Each Hit on ship:
Pilot maneuvers the ship, rolling a pilot check to
avoid hits, with these modifiers:
+10% if the ship has Courier Grade Attitude
Jets
+20% if the ship has military Grade Attitude
Jets
Each Unavoided Hit:
Observer allows more precise target acquisition
for shields, rolling an astronomy check
to boost the chances of a block.
Shields moves the reflective plasma layers in or
out to protect against missile or beam
weapons, rolling a ships guns check to
block hits

Each Unblocked Hit:


Check to see if Armor absorbs damage
Each Unabsorbed Hit
Maintenance runs damage control, rolling a
mechanics and electronics check to limit
damage.
Every Round:
Engineering repairs accumulated damage with
checks against drives, mechanics and
electronics
Security detects hostile intrusions and organizes
resistance.

Star Travel and Space Combat - 174 -

StarCluster - Star Travel and Space Combat


Example of Play
In this example, the PCs are Danner (Comp
Tech), Eunice (Shield Tech), Gregor (Engineer),
Tamauna (Scan Tech), and Ketto (Gunner). The
other parts are played by the GM as NPCs. The
PCs ship, the Asa B. Pettit, is a 200 ton smuggler craft which has been jumped by the Perkin
Warbeck, a competitor of similar size, as they
are nearing their destination. After several
rounds, the Warbeck and the Pettit are both
Hindered, making them start out the round at 20% on all skill checks.
The ships roll initiative for the round, and the
Warbeck wins.
GM as Nate (Comm Op): (Rolls a programming
check and fails) Whoa, The circuit is
jammed! That last hit did more than
knock out the A-Grav!. The ship is
now at -25% for all skill checks.
Danner (Comp Tech): (Rolls a programming
check and succeeds) OK, Ive managed
to reroute data lines around the damaged
section. Im going to attempt to send
them a virus." Rolls a programming
check at -55 (-30 + -25) and fails. "Grr!
The stupid thing wont compile! Im
gonna work on it!"

GM as 845-Lo2 (Observer): (Rolls an astronomy check and fails) "Dang it! I must
have lost it in the shield flare!"
Eunice (Shield Tech): (Rolls a ships guns check
and barely fails) "Arrrrgh! I hit it too
late! Brace yourselves folks! Were gonna
get nipped!"
(Being a smuggler, the Pettit has no additional
armor, thus none of the blast is absorbed.)
GM to group: "The missile penetrates the
shields and detonates too close to the ship!"
(GM looks down systems tables, decides on the
Sensor Array Subsystem) (GM rolls damage on a
d10 and gets a 7, for a damage result of 700, putting the ship below Damaged level if Damage
Control fails.) "Tamauna! Scan just filled with
noise! You are having trouble picking out the
other ship. Gregor! Theres a fire in the sensor
tunnel, and one of the bulkheads has collapsed
over the data line."

Gregor (Engineer - the ship has no Maintenance Tech): (Rolls an electronics check
and succeeds) "Im on it! Ive got the fire
out, now to relieve the pressure from
that ruptured bulkhead!" (Rolls a
mechanics check and succeeds) "Whoohoo! Who da man! Who da man!"
GM:
(reduces
the damage to 175 points
GM to the group: "The Warbeck fires a laser
(700*0.25) which leaves the ship back
and a missile." Rolls skill checks for the Warabove Damaged level) "Tamauna, Scan
becks gunners and succeeds both times. "Look
just snapped back in! You are go!"
out! They are both targeted dead on!"
Tamauna (Scan Tech): "You bet! That was a
close one! Piotr! (rolls an astronomy
GM as Micah (Pilot): (Rolls a pilot check and
check and fails) Sending, but this ones
fails) "Great! I just zigged when I
blurry as hell! Can you help, 845?"
shoulda zagged! Eunice! Youd better get
GM as 845-Lo2 (Observer): (Rolls an astronthese babies!"
omy check and succeeds) "Ive got a bit
GM as 845-Lo2 (Observer): (Rolls an astronbetter lock. Sending!"
omy check and succeeds) "I have acquiDanner:
"Good luck Piotr!"
sition on the laser! Over to you, Eunice!"
GM as Piotr (Laser Gunner): (Rolls a ships
Eunice (Shield Tech): (Rolls a ships guns check
guns check at -35 (-25 + 10 + -20) and
at -15 (+10 + -25) and succeeds) "Yes! I
fails spectacularly) "No good, guys! That
nailed that one! Have you got the missile,
one was so far off I might have hit us!"
845?"
Star Travel and Space Combat - 175 -

StarCluster - Star Travel and Space Combat


Tamauna (Scan Tech): "Sorry Piotr!" (Rolls an
astronomy check and succeeds) "Got
one for you, Ketto! Nail the bastard!"
GM as 845-Lo2 (Observer): (Rolls an astronomy check and succeeds) "Enhancing!
This one looks good, Ketto!"
Eunice: "I got my fingers crossed, Ketto!"
Gregor: "Get him, Ketto!"
Ketto (Missile Gunner): "Beautiful!" (Rolls a
ships guns check at -15 (-25 + 10) and
succeeds) "Oooh Yes! Take that Mister
Warbeck!" (rolls damage on a d10 and
gets a 10.) "Whoooeeee! Critical, baby!"
(Rolls a d10 again and gets an 8 for a
total of 1600 (10*20*8) points of damage) "Sent that one right up the old
tubes!"

Gregor (Engineer): "Yes! Now for the repair


party!" (Rolls a drives check and succeeds) "I got a success on A-Grav! Hallelujah!" (Rolls a mechanics check and
fails) "The cargo doors are still stuck.
Im gonna have to work on that!" (rolls
an electronics check and succeeds)
"Yeah! I got the landing gear working
again, I think! We are rocking!"
GM: (Adds 500 points to the total ship constitution, moving it slightly above Hindered
level.) "A-Grav is back online, though
not above 1G. The landing gear indeed
retracts, but its jerky. You guys got a lot
of work ahead of you!"

GM: "You see the M/AM warhead explode just


behind the Warbeck, right on the tail." (Rolls for
mechanics and electronics checks for opposite
maintenance and fails both times) "The 'Warbeck explodes spectacularly in a huge fireball.
Streamers of unidentifiable debris go streaming
in all directions. Congratulations!"

Star Travel and Space Combat - 176 -

StarCluster - Star Travel and Space Combat


List of Weapon Damage Factors (DF) by Tech Level
Weapon

DF

TL7 Pulse Laser. (Weak beam weapon)


TL 7 KEW mines (Unguided Kinetic Energy Weapon.) -20% to hit
TL 7 Reaction Cannon (Small Rifled cannon which fires unguided shells.) -20% to hit
TL 7 Reaction Cannon (Medium Rifled cannon which fires unguided shells.) -20% to hit
TL 7 Reaction Cannon (Large Rifled cannon which fires unguided shells.) -20% to hit
TL 7 Mass Driver (Accelerates small payloads magnetically to extremely high speed.)
TL 7 X-Ray Laser (Nuclear missile which explodes and lases resulting X-Rays.)
TL 7 WG-Nuke Missiles* (Nuclear missiles tele-guided by weapons console.)
TL 7 CG-Nuke Missiles* (Nuclear missiles guided by onboard computer.) -20 to hit
TL 8 Beam laser (Powerful beam weapon)
TL 8 GG-Nuke Missiles* (Nuclear missiles tele-guided by gun station.)
TL 8 Pacc (Particle accelerator.)
TL 9 Mag Gun (advanced Mass Driver)
TL 9 Cogar (Gamma Ray Laser)
TL 9 Laselet (Small form factor laser. Specially tuned and constructed.)
TL 9 CG- M/AM Missile* (Computer guided Matter/Anti-Matter missiles.) -20 to hit
TL 9 GG-M/AM Missile* (Gun station-guided Matter/Anti-Matter missiles.)
TL 9 M/AM Torpedo (Large Gunner/computer guided Matter/Anti-Matter missile.)

1
2
1
3
5
1
10
2
2
10
2
40
2
30
5
20
20
40

Star Travel and Space Combat - 177 -

StarCluster - Star Travel and Space Combat


Use the following table for hit locations to help in describing damage. Roll or choose result
for best dramatic effect.
%d roll
01-20
22-42

43-48

49-60

61-70

71-73

74-79

80-95

96-00

System
%d roll
Subsystem
Drive System
01-80 Main Drive Subsystem
81-00 Auxiliary Drive Subsystem
Life Support System
01-45 HVAC Subsystem
46-53 Waste Recycling Subsystem
54-60 Hydroponics Subsystem
61-00 Food & Water Subsystem
Scan System
01-50 Sensor Array Subsystem
51-55 GRADAR Subsystem
56-70 Spectral Analysis Subsystem
71-00 Data Integration and Projection Subsystem
Shield/Deflector System
01-45 Antimissile Subsystem
46-90 Anti-Energy Weapon Subsystem
91-00 Drone Lure Subsystem
Control System
01-20 Attitude Jet Subsystem
21-75 Lift Subsystem
76-00 Landing Subsystem
Cloak and Dagger System
01-25 EM Countersank Subsystem
26-50 Active GRADAR Subsystem
51-75 Configured Transponder Subsystem
76-00 Reflective Plasma Shaping Subsystem
Communications System
01-45 In Ship Comm Subsystem
46-85 Radio Subsystem
86-00 MASER Subsystem
Structural System
01-95 Hull Armor
96-98 Docking Subsystem
98-00 Emergency Airlock Subsystem
Weapons System
01-50 Laser Subsystem
51-60 COGAR Subsystem
61-85 Missile/Torpedo Subsystem
86-90 Particle Beam Subsystem
91-92 KEW Subsystem
93-00 Reaction Cannon Subsystem
Star Travel and Space Combat - 178 -

StarCluster - Star Travel and Space Combat


Jump Table
When using Jump Drive, roll percentile dice on the following table. Subtract 10 from the roll for
every Transfer skill level. Add 10 to the roll for each number in the length of the jump route - i.e. A
route length of 2 adds 20 to the roll. Minimum is zero. If the result is over 100, the jump fails and
must be retried. Retrying a Jump is a delicate procedure. The ship must come to a full stop relative to
the destination system exactly at the Jump Point. This takes hours of maneuvering, 10 hours at 1G.
This is shortened by the acceleration of the ship, so at 2Gs it would take 5 hours, 3.33 hours at 3G,
2.5 hours at 4G, etc.
%d roll
Objective time taken in Jump
0
2 hours
01-10
5 hours
10-20
10 hours
21-30
1 day
31-40
2 days
41-50
5 days
51-60
10 days
61-70
20 days
71-80
40 days
81-90
80 days
91-99
160 days
00
320 days

Star Travel and Space Combat - 179 -

StarCluster - Star Travel and Space Combat


The Orbits
The 10 available standard orbits are centered at the following distance from the star:
Orbit # Distance in miles
1
35,000,000
2
65,000,000
3
90,000,000
4
150,000,000
5
275,000,000
6
500,000,000
7
1,000,000,000
8
2,000,000,000
9
3,000,000,000
10
4,000,000,000
With constant acceleration, the longer you travel, the faster you go. You have to speed up to the halfway point then slow down the rest of the way because otherwise you'd overshoot your destination.
The times given for transit are in objective time, that is, time as the universe measures it. The subjective time, that is, time as the ship measures it, would be somewhat less due to relativistic effects. Since
the speed of light is 670,616,629.38 MPH, there would be some slight time dilation, but the difference
is negligible for the effort expended. Over longer trips with higher maximum speed, time dilation
could be significant, but the math involved is far too difficult for most people.
Moon Orbits
Moon orbits are much smaller than planetary orbits. All moon orbit travel takes less than 24 hours at
1G, so It's not worth the bother of accelerating any faster. Following are the standard moon orbits
established by convention.
Orbit#
Distance in Miles from center of Primary
X+1
50000.00
X+2
80000.00
X+3
120000.00
X+4
250000.00
X+5
400000.00
X+6
650000.00
X+7
1200000.00
X+8
3500000.00
X+9
7000000.00
X+10
14000000.00
There may be more than one actual orbiting body in any given standard orbit, but they are treated as
one moon. Any such occurrence is with tiny moonlets which can be taken in aggregate as one moon.
If a name is given, it is for the largest such moonlet. For instance, Saturn's moons Tethys, Telesto, and
Calypso share the exact same orbital radius, and Epimetheus and Janus have less than 50 km difference in their orbital radius. In this case, only Tethys is a major moon. The others are moonlets.
Use the following tables in the same manner as the preceding planetary orbit tables. In the case of
going to the primary planet from a moon or vice versa, use the Orbit# x+1 column, as the difference
is tiny.

Star Travel and Space Combat - 180 -

StarCluster - Star Travel and Space Combat


Maximum Transit time - Moon Orbits - in hours
Orbit x+1
x+2
x+3
x+4
x+5
#
X+1
X
1.48
1.70
2.26
2.76
X+2
1.48
X
1.84
2.36
2.86
X+3
1.70
1.84
X
2.50
2.98
X+4
2.26
2.36
2.50
X
3.32
X+5
2.76
2.86
2.98
3.32
X
X+6
3.44
3.56
3.62
3.90
4.22
X+7
4.60
4.66
4.74
4.96
5.22
X+8
7.76
7.80
7.84
8 8.
14.00
X+9
10.94
10.96
11.00
11.18
11.20
X+10 15.44
15.46
15.48
15.56
15.62
Minimum Transit time - Moon Orbits - in hours
Orbit x+1
x+2
x+3
x+4
x+5
#
X+1
X
0.72
1.10
1.84
2.44
X+2
0.72
X
0.84
1.70
2.34
X+3
1.10
0.84
X
1.48
2.18
X+4
1.84
1.70
1.48
X
1.60
X+5
2.44
2.34
2.18
1.60
X
X+6
3.18
3.10
3.00
2.60
2.06
X+7
4.42
4.36
4.28
4.02
3.68
X+8
7.66
7.62
7.58
7.42
7.26
X+9
10.86
10.84
10.80
10.70
10.58
X+10 15.38
15.36
15.34
15.28
15.20

x+6

x+7

x+8

x+9

x+10

3.44
3.56
3.62
3.90
4.22
X
5.60
8.40
11.40
15.76

4.60
4.66
4.74
4.96
5.22
5.60
X
8.94
11.80
16.06

7.76
7.80
7.84
8.00
8.14
8.40
8.94
X
13.36
17.24

10.94
10.96
11.00
11.18
11.20
11.40
11.80
13.36
X
18.88

15.44
15.46
15.48
15.56
15.62
16.06
16.06
17.24
18.88
X

x+6

x+7

x+8

x+9

x+10

3.18
3.10
3.00
2.60
2.06
X
3.06
6.96
10.38
15.06

4.42
4.36
4.28
4.02
3.68
3.06
X
6.26
9.92
14.74

7.66
7.62
7.58
7.42
7.26
6.96
6.26
X
7.70
13.36

10.86
10.84
10.80
10.70
10.58
10.38
9.92
7.70
X
10.90

15.38
15.36
15.34
15.28
15.20
14.74
14.74
13.36
10.90
X

Transit Time between Standard Planetary Orbits


Use the Orbit Transit Time Calculator included in this package for all transits between planets.

Star Travel and Space Combat - 181 -

StarCluster - Politics and Societies

Guide to Cluster Politics


and Societies
Worlds - Politics and Societies - 182 -

StarCluster - Politics and Societies


Preface
The political situation of the Cluster is a fluid, ever
changing relationship between many participants. The
prevalent doctrine in the academic circles of
SaVaHuTa is that the current political arrangement is
an "inevitable consequence", and they marshal endless
arguments to prove this inevitability. This is, however,
an artifact of the fact that the past is in the past, and
thus has a certain aura of destiny to it. At the time
decisions are made, there is no inevitability, and the
people involved in those choices do not confidently
and unerringly take the course which leads to the
present. These choices are made in the heat of the
moment with many intangible factors weighing in, for
most of which we in the future will have no clue as to
their existence. If nothing else, the very narrow
escapes SaVaHuTa has had in the past, perhaps most
tellingly in the Keltay affair, show that there is no predestination or inevitability to the present situation. It
would be astonishingly easy to smash the fragile
instrument that is called SaVaHuTa from within or
without, and it is only with great vigilance that the
continuation of that instrument can continue.
This Guide concentrates on the political/military
organization of SaVaHuTa, the dominant alliance in
the Cluster. How that alliance works and how it
achieves its goals are the focus of the work. However,
SaVaHuTa does not exist in a vacuum, and the various
political organizations of the Cluster are also detailed
here. The rival alliance of the Diasporan Community,
the Independent worlds, the worlds of the Thieve's
Guild, and the various Alien organizations are covered to a lesser degree.

Humans and Humanoids

tem, Adma in the Iris System, and Faren in the Plush


System. They followed a similar pattern in each case,
destroying about half the existing ecosystem and
replacing it wholesale with the imported Old Earth
ecosystem. The technology used must have been phenomenal, and the reason behind it inscrutable. The
people deposited, a species known as Homo Erectus,
evolved separately in 4 different places.

Jalan, Anson 2
On Jalan, the original Homo Erectus stock evolved in
several different ways, but at least one variety of
humanoid which evolved there is virtually indistinguishable from Diasporan Humanity. The peoples of
Jalan did not evolve in a technological manner as
quickly as on Earth, instead developing amazing
psionic powers far beyond normal human abilities. As
all information on Jalan, as well as contact with the
planet, is under SaVaHuTa interdict, and as the
humanoids of Jalan have had very little impact on the
rest of the Cluster, we will move on to more important matters.

Tamana, Brass 2
On Tamana, under the smouldering red sun of Brass,
Homo Erectus was at first almost wiped out. The
large and aggressive plains carnivores of Tamana were
ruthless in harrying the people. The bands of humans
retreated into the rain forests, where they lived in the
mid-canopy region. As Tamana is cooler than Earth,
they evolved more hair as a covering. Their eyes
became more receptive to dim light. Their feet
evolved into efficient climbing gear with long grasping toes and an opposable thumb. Most remarkably,
they evolved a long prehensile tail like some of the
monkeys of Old Earth. Thus equipped, they came to
dominate the forest and move out onto the plains.

Humans and Humanoids have become over the last


500 years the dominant life form in the Cluster. Sastra was their name for themselves. It meant "The
About 1 million years ago an alien race known as the People". They were small, slightly built, and incredibly
"seeders" brought plants, animals, and people from
agile. They were also smart. They invented tools, first
Old Earth into the Cluster. They deposited these carfrom wood and flint, then from bronze and iron, then
goes all over the Cluster, on various worlds, but the
from steel. Eventually, they created a thriving technohumans only at four different places in the Cluster. logically driven society. It was then that they were
Jalan in the Anson System, Tamana in the Brass Sysinvaded from space.
Worlds - Politics and Societies - 183 -

StarCluster - Politics and Societies


The creatures called themselves "Humans", and
looked not too dissimilar from Sastra, but they were
strange. They were fleeing the imminent death of their
home star and the immediate area of space around it
by shooting their people off in sub-light colony ships.
They came to the Cluster because of the astonishing
concentration of habitable worlds here, and this was
to be their new world.
There was a long and bitter war fought there on
Tamana, but before it ended, the Sastra and Humans
discovered that they were very closely related to and
could interbreed with humans. The war cooled down
and the two sides decided they could get along after
all.
Adma, Iris 4
Adma is a beautiful world. The largest continent lies
in the northern hemisphere, and is very well watered,
full of lakes and large rivers. This was the continent
on which the Seeders placed their Homo Erectus colony. The hominids, however, did not fare well with
the dangerous native carnivores and the radiation Iris
pumped out, and they retreated to the lakes. They
grew adapted to their semi-aquatic home, growing a
dense pelt of fur to ward off the cold winters, and
becoming much larger than they used to be, increasing their volume to surface area ratio. They also grew
webbed fingers and toes, with the finger webs extending halfway up the fingers. They avoided the bright
sunlight, becoming nocturnal creatures. Their eyes
grew much larger and more sensitive to light. Their
nostrils became flat and sealable, and their external
ears migrated to the tops of their head, the better to
hear while most of the body was under water.

Adma has two moons, both quite large. They perform


a marvelous dance in the sky, and the tides are tricky
and wild. The Tagris wanted to visit those other
worlds they could see so easily in the sky. They could
see the lakes and rivers on the moons and wanted to
colonize them. The Tagris put together a concerted
effort, and finally sent a small ship to the nearest
moon, Flan. When they got there, they found that
Flan was inhabited by creatures called Humans, but
lately come to Flan, fleeing some disaster on their
homeworld.
The two peoples shared technologies and planets,
with many Humans coming down to Adma to live
with the Tagris, but most of the Humans feared the
Tagris, and would not allow them on Flan. There is a
bit of Xenophobia in Humanity, and Flan was just the
first of many to choose a solitary way.

Faren, Plush 3
Faren is a water world, with only scattered tiny islands
breaking up a sea that stretches from pole to pole.
The original Home Erectus set down by the Seeders
soon stretched the food supply on the islands to the
breaking point. Some of the H. Erectus colonizers
began actually living in the shallow lagoons. It was a
blessed respite. The intense amount of radiation
pumped into Faren by Plush was mitigated by the
water, and the water supplied plenty of food. The H.
Erectus soon became very different from their forbearers. They lost their hair and grew a layer of subcutaneous fat. Their ears were tiny, and their nostrils
could shut tight against the water. Their feet grew
longer and flatter, and they grew a wide, muscular,
diamond shaped tail. They could propel themselves
through the water very quickly with the tail, using
their paddle-like feet to steer. Their skins became patterned with wild colors for camouflage and for identification, as each person's pattern was individual.

They called themselves the "Tagris" which means


"we". Their lake dwellings became more and more
elaborate until they became cities. Aquaculture
replaced agriculture, and fish were ranched and water
vegetables were raised. They began building their own
Their hands were left free by this mode of travel, and
lakes by damming the rivers, building their cities and
they took to carrying stingray spines and coral spires
dams in stone. They began refining metals for stone
as tools and weapons. They learned to make plastics
cutting, and learned how to treat steel so that water
from seaweed, using fires on the islands to cure and
did not corrode it.
Worlds - Politics and Societies - 184 -

StarCluster - Politics and Societies


shape it. They built bubble cities underwater, and factories on the islands, and brought the whole planet
under their sway, lit with electricity powered by the
tides. The tides of Faren are enormous, as Faren is a
"Double Planet", with a moon nearly as big as Faren
is. From this moon one day came visitors. Humans
fleeing from Old Earth had colonized the moon and
been intrigued by the lights in the ocean, and had
gone down to meet with these "Aliens". The Humans
and the people of Faren, known to themselves as the
"Vantor" - which translates to "us" - soon became
partners in colonizing. The Humans building artificial
floating islands for the face of Faren, and the Vantor
settling the seas of the moon, known at the time as
"Plush", but since renamed "Committed-to-the-Lord"
after a religious revolution. Committed-to-the-Lord
entered the Diasporan Community, but its Vantor
population are recognized as citizens of the State.

This event, this tide of Humanity, is called the


Diaspora, which means the Scattering. The influx of
these peoples occurred over a long time period, with
the densest time of arrivals some 300 to 400 years ago.
As each colony ship - or sometimes a matched pair was generally filled with people with something in
common, the various worlds they settled became little
islands in the sea of space, and the Diasporan communities they harbored became isolated populations.
Each world became a totality, and the small genetic
differences became exaggerated.

The Vantor and Human cooperation on Faren


extended further, and it was discovered that they were
virtually indistinguishable via DNA testing, and could
probably create viable offspring. This was shown to
be the case, and the two people became one.

The worlds of course warped them also. The programming of the robot brains was seemingly imperfect, witness the selection of asteroid moons over lush
earth-like planets, as happened several times. The
robots were equipped to deal with settling asteroids,
however, and they were settled. Many Diasporan
communities descended into barbarism and savagery,
either at this point or on the trip, and had to figure out
a way to live in these strange circumstances. This was
the way things were when the speed of light limited all
interplanetary travel, and banished interstellar traffic
altogether.

The Diaspora

Transluminal Speeds

Humans left Old Earth in thousands of sublight generational ships, slowly leaving the vicinity of the original homeworld. They left over a period of about one
hundred years, the later ships arriving first because
they were faster. There has been a colony ship
reported within the last decade, though it proved
dead, and there are others on their way. They were not
aimed just at the Cluster, Humans scattered all over
the galaxy, but the Cluster was the target for many.

In the year 158 from founding - our year -211 - the


skies of Loop (Loop 3+3) were split by 3 strange
ships, of a technology beyond the comprehension of
the inhabitants of Loop. The ships flew over the main
city in broad daylight, and drew on past the town. 2
ships settled to the grass of a meadow while the third
hovered above seemingly without effort. As the
Loopers watched, one of the landed craft opened its
hatch and a small alien stepped out. It was a KertuDrua, by the name of Keta Kakti. Somehow the
inhabitants of Loop restrained themselves from killing
this warty freak where he stood, and thus ensured
their fortune.

Sometimes there were troubles along the way. Several


colony ships arrived dead, and several more were
damaged. On many ships, the humans, with no hand
in guiding the pre-programmed ships, lacked purpose
and slid into savagery. On others, people were able to
retain their focus and survived the trip relatively
intact. At any rate, several tens of millions of humans
survived the trip and entered the Cluster.

What they did not know was that Keta Kakti was
offering them Jump Drive technology for trade. They
couldn't understand it because his Universal Translator didn't have any Diasporan Languages in it, as they
were the first Diasporans the Kertu-Drua had ever

Worlds - Politics and Societies - 185 -

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met.The Kertu-Drua had gotten the Jump Drive
while examining some interesting ancient Etvar artifacts, dating from before the catastrophe that
destroyed the solar system de-stabilized and collapsed
the star-spanning Old Etvar culture. The Kertu-Drua
had just used it to found a colony on Loop's primary,
Kertu-Daturak, Loop 3. They noticed the traces of
someone living on the 3rd orbit moon, and had come
to investigate and trade.

Colonizers had one vote for themselves and one for


each of their Colonies. Colonies which met certain
requirements became States. All States and Colonizers
donated a part of their income to League-wide interests, out of which was funded an Army and Space
Navy to keep the peace. States and Colonizers could
keep their own defence forces, and internal matters
were the business of the worlds involved, not
SaVaHuTa.

Loop eventually bought the Jump drive for 30 years


output from their porcelain factories and the translator rights to their language. They cranked up production and in less than a decade had a functional
prototype unit. From then on, things began to snowball. The Kertu-Drua had not stopped with selling the
design to Loop, but Loop was the first, and the first to
get into production. Within twenty-five years, the
jump routes throughout most of Sector Second had
been traced, and a transluminal trade had started up.

These loose associations were the largest political


organizations in the cluster overnight. The virgin system of Leda was claimed for SaVaHuTas capital, and
the four earth-like worlds there were settled as new
homeworlds for the four races of humanity. Each race
elected leaders who held rotating chairmanship of the
League. The burgeoning number of crossbreeds could
be considered as whichever race they preferred. Sastra-Human crossbreeds became known as SaHus
because of the short form of the Leagues name. Similarly, Vantor-Humans became known as VaHus, and
Tagris-Humans as HuTas.

SaVaHuTa and the Diasporan Community


In the year -1 of the present count, a conference was
held on the planet Glorianna, Gloria 4. Representatives from many worlds were present for the purpose
of negotiating a League of Humanity which would
encompass all Human settled worlds in the Cluster.
The conference turned bitter and acrimonious when
representatives from Tamana, Adma, and Faren
attempted to be seated. Many of the representatives
were happy to have them join, but others refused to
accept them as Human, calling them aliens and worse.
The conference eventually split, producing two separate leagues, one which included representatives of the
Sastra, Vantor, and Tagris as well as Humans, and one
which did not. The League of Sastras, Vantors,
Humans and Tagris - commonly referred to as
SaVaHuTa - was the first of the leagues formed. The
other was the Diasporan Community. The two leagues
agreed to mutual respect and trade, protocols for
which were drawn up. Both had similar structures
which were simple and worked. Representation was
by State, Colonizer, and Colony. States had one vote,

The Cluster was divided up by SaVaHuTa into administrative Sectors at the natural choke points of the
Jump routes. Leda System became a sector of its own,
known as Sector Prime. Sector Second included Iris
System and every thing beyond it, with its capital on
Adma. Sector Third included Bullet System and all
beyond, with its capital on Faren. Sector Fifth
included Artemis system and everything beyond it,
with its capital on Tamana. Sector Fourth connected
all the other systems together, with its capital on Glorianna. The next year, the first of the leagues, was
called Year Zero, the start of a new calendar adopted
by both SaVaHuTa and the Diasporan Community.

Worlds - Politics and Societies - 186 -

StarCluster - Politics and Societies


SaVaHuTa:
The political situation in the Cluster is dominated by
SaVaHuTa, an alliance of individual worlds.
SaVaHuTa worlds are independent, and free to leave
the alliance if they wish, but have invested in a common currency and economic model, along with a
common military.
The Alliance is organized into 5 sectors, Sector Prime
containing only the capital system of Leda, with the
other sectors apportioned as follows: Sector Second
has its capital at the Tagris Homeworld of Adma, in
the Iris system, Sector Third at the Sastra Homeworld
of Tamana, in the Brass System, Sector Fourth at the
Human world of Glorianna, in the Gloria system, and
Sector Fifth at the Vantor Homeworld of Faren, in the
Plush System.
The Sectors are administrative and military divisions,
not electoral. The Sector capitals each house a military
presence, consisting of a fleet, marines, and army
troops, and a bureaucracy which protects and administers the member worlds in the Sector. The civil
bureaucracy in each Sector is under the authority of a
Procurator who is appointed for a single four year
term, while the military presence is under the authority of a Proconsul, who is also appointed for a single 4
year term.
The terms of the Procurator and Proconsul overlap
by two years. That is, after 2 years of a Procurator's
term, a new Proconsul takes office, and vice versa.
This is designed to limit the ability of Proconsuls and
Procurators to rebel, as is the use of a civil Proconsul
in control over the military officers. In practice is
doubtful if this has any real effect beyond a strong
psychological signal of military subordination to the
civilian authority.

SaVaHuTa military, certain other services to the State


such as diplomatic service, or other meritorious acts
of benefit to the State. Citizenship can be inherited,
but only by the next generation. If they do nothing
worthy of citizenship, the third generation do not
have a claim to citizenship.
Citizens can appeal world court decisions, and can
claim protection and asylum from their world government. Many such citizens become stateless, and wander freely throughout the Cluster. Legal affairs under
the Procurator's administration can be either a citizen's appeal from a world court, which can be turned
down if the Procurator deems it frivolous or lacking in
merit, or disputes between member worlds, such as
rights to colonize, trade disputes, and the like. Trade
regulation is also under the Procurator's Office,
involving tariffs between members, delineations of
member's trade rights, and other trade-related regulation.
Criminal proceedings are the jurisdiction of the Procurator only if the crime is against the State as whole,
against humanity as a whole, against an alien species,
or against two or more member States. Taxes are levied indirectly from the member states, and nonpayment of taxes is justification for expulsion from the
Alliance. Taxes are levied only from Advanced members, Tech Levels 8, 9, and 10, while Backward members, Tech Levels 5, 6, and 7, are not assessed any
taxes.
The Office of the Proconsul
The Proconsul is responsible for dispatching and
maintaining the military forces made available by the
Legislature. These forces include, but are not limited
to, the Navy Sector Fleet, special Naval detachments,
the Fleet Marines, the Sector Army, and various Special Forces.

The Office of the Procurator


The Navy Sector Fleet is designed around one inesThe Office of the Procurator oversees - besides col- capable fact: It is impossible to intentionally jump
lection of taxes - citizenship, legal affairs, trade regula- more than one ship in synchronization with another.
tion and enforcement, and certain criminal
If vessel A and vessel B hit the Jump Point ten minproceedings. Citizenship is not universal, certain conutes apart, they may arrive at the Exit Point in the desditions having to be met such as service in the tination system almost a year apart. This means that
Worlds - Politics and Societies - 187 -

StarCluster - Politics and Societies


fleets cannot jump as fleets because they will be scattered across months in time. The Fleet must be able
to jump in discrete units, able to operate independently for extended periods. A favored configuration
is that of the Jump Carrier, where a large ship carries
small heavily armed small craft inside of it. A second,
related configuration is that of the Jump Shuttle,
where a ship with a vastly oversized Jump Drive pulls
close-by craft with it into Jump. The third favored
configuration is that of the massively armed and
armored capital ship. Each has benefits and drawbacks, and is best used in certain situations and not in
others. In any case, the advantage in any encounter
lies with those already in the system.
Naval detachments are usually smaller patrol craft and
frigates, used to suppress piracy, patrol shipping
routes, restrain emergent technological cultures from
harming themselves or others, train junior officers
and crew, and generally "show the flag" to show people that the Navy is there. The Fleet Marines, in addition to invaluable service as security and boarders on
shipboard, are also elite assault forces when used en
masse.
The Sector Army are a much larger force than the
Fleet Marines, and are stationed on military bases
throughout the Cluster. They are the backbone for the
SaVaHuTa military, essential in any major use of force
to take and hold territory. The Special Forces are
highly trained specialists in intrusion, demolition, and
disruption of the enemy, working autonomously
behind enemy lines for long periods of time, and are
masters of improvisation.

nonaligned worlds in the Proconsul's Office is "Rogue


Worlds", which perhaps best expresses the feelings of
the Office on this matter.
Rebellion of Member Worlds is technically not possible under the SaVaHuTan constitution. Member
Worlds are members voluntarily, and can - and do
sometimes - leave the League at any time and for any
reason. A revolution on a Member World is the business of the World government, not of SaVaHuTa.
When a rebellion spreads to other worlds, or where a
rebellion threatens other Member states, or where
SaVaHuTan citizens are systematically threatened,
then SaVaHuTa can and will step in. Indeed, threats
to SaVaHuTa citizens en masse are always occasion to
show the flag and indulge in a little gunboat diplomacy, no matter who is on the other side.
The Thieves Worlds are always a thorn in SaVaHuTa's
side. The Guild of Thieves is careful, however, not to
cross the line between insolence and threat. They are
too weak to truly defend themselves, and rely on bribery, diplomacy, and audaciousness to carry them
through. Their very defenselessness is a kind of shield
which they do not hesitate to exploit.
The most obvious threat to SaVaHuTa has always
been Alien cultures. Their motives are, by definition,
alien, and the difficulty in infiltrating their cultures
limits information gathering to a great degree. Some
cultures, like the Guaru and the Kertu-Drua, are
friendly if not allied to SaVaHuTa, but others are neutral at best, hostile at worst. There have been full scale
wars in the past, with some grim struggles barely won.
The militant, expansionist cultures are targeted for the
highest degree of watchfulness, but no alien culture
can ever be deemed "safe", not even the Guaru.

The military arm faces many different challenges. The


ongoing effort to suppress piracy is a constant, sometimes relegated to the background by more pressing
problems, sometimes thrust to the forefront. The Perhaps the greatest threat is that of rebellion of part
Diasporan Community is always a potential threat,
or the whole of the military itself. It is the overriding
though for the most part the two leagues have had a reason why the sector forces are separated, why the
non-shooting rivalry, dealing more often in mutual separation of Procurator and Proconsul is so rigid,
subversion, espionage, and diplomatic feints and why the Proconsul is civilian, and why the Offices are
thrusts. Unaligned worlds are always dangerous, paroverlapped in time. At least four times in SaVaHuTa
ticularly the threat that they should combine into a history, a would be emperor from the Sector capitals
third league. The internal name for such independent,
was foiled at the last minute, thrice by their own slopWorlds - Politics and Societies - 188 -

StarCluster - Politics and Societies


piness, and once - in the case of the infamous Proconsul Keltay - by pure blind luck.
The SaVaHuTa Legislature, The Han
House
SaVaHuTa is an alliance, not a democracy. That is, its
member states vote, but the citizens do not. The voting is uniquely weighted. Each Member State has one
vote, and each Colony has one vote. The votes for the
Colonies are exercised by the States which are colonizing them. Thus if a State has 2 colonies, such as
Thinker in the Mink system, it has 3 votes, one for
itself, and one for each of its Colonies. The Member
States are responsible for selecting the person representing them in the Legislative Assembly, called the
Han House after the Sastra word for "relation". Only
States and Colonies are represented in the Han
House. Backwards Worlds, those with a Tech Level
between 5 and 7, are not taxed, and thus are not due
representation. All Colonizers are States, the term
"Colonizer" signifying a temporary condition only.
Colonies must be of a minimum size of 10,000 persons to qualify for a vote in the Han House. Settlements below that size are known as "Scientific
Colonies", and their purpose is not the establishment
of a potentially independent State, but the exploitation or study of a resource. Most Scientific Colonies
are established by private enterprise. Small independent space stations and such are also not considered
Colonies. While they are certainly not a colony of anything, they are also not large enough to form a State
of their own. They are "Affiliate Members", and are
not taxed, nor do they have a vote.

becomes eligible to be a State. The vote that was formerly controlled by the Colonizer reverts to the new
State, and it is theoretically independent. Most former
Colonies remain attached to the Colonizer in informal
ways, ties of relation and trade being usually quite
strong, and remain in the voting block of the Colonizer.
It is possible to delay the independence of a Colony
through various means, some blatant and some very
subtle. For instance, it is rumored that Glorianna colonized Windsor because it was a heavy world, and the
economic self-sufficiency of the Colony would either
be delayed by the investment in imported A-Grav that
the Colony would need, or if they did without A-Grav,
the productivity of the people would be sharply curtailed. Either way, the colony would be delayed in
gaining its independence. Delaying the Colony's independence, however, is a costly strategy in many cases.
A Colony which feels that the Colonizer was delaying
independence artificially - whether true or not - will
be unlikely to remain in the Colonizer's block, and
may actively seek to oppose its former Colonizer.
The Han House is dominated by groups of voters
known as "blocks". Block members are knit together
with bonds of blood, trade, and history. The most
common way for a block to form is the special relationship between a former Colony, now a State, and
its former colonizer. Sometimes blocks form because
of commonalities of trade, particularly when two
worlds are in the same system. Sometimes blocks are
semi-permanent, sometimes they are evanescent.

Jointly Administered Worlds


Scientific Colonies, Affiliate Members, and Backward There are 6 Jointly Administered worlds in
cultures, like Member States and Colonies, are SaVaHuTa. These are worlds where humans live and
required to give free berthing and access to SaVaHuTa interact closely with an alien species. The Zebra Belt
military, and to supply fuel and military items at cost in the Zebra system is shared with the Uramkup, who
plus 5%. Non-military and requisitioned items and call it Urumit Belt. Whitecap in the Whitecap system
services are to be supplied at standard Market prices
is shared with the Guaru, who call the world Slualu.
less taxes and tariffs.
Dandylion in the Dandy system is shared with the
Kertu-Drua, who's name for the world is Kertu-Luku.
When a Colony reaches a certain size, somewhat arbi- Lucknow in the Fox system is shared with the
trarily set at 10 million, has a self-sustaining economy Tommu, who call it e'Tommutesu'e. The planet
of at least Tech Level 8, and is united and cohesive, it Oliphant in the system of the same name is shared
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StarCluster - Politics and Societies


with the Ronaure, who call the planet Komimu.
The idea behind the Jointly Administered worlds was
that by living together, Humanity can better understand the alien species, and the alien species come to
understand humanity better. In all but one case, these
worlds have been successes, at least to some extent.
Oliphant/Komimu, however, is judged a dismal failure. The Humanoid and Ronaure have kept to separate hemispheres of the world, and do not mix,
resulting in two half worlds instead of a whole.

House. A 'snapshot' of the state of the Han house in


this year (150) can be found later in this Guide.
In the year 150, the population of SaVaHuTa was
approximately 93 billion humanoids on 129 worlds.

Jointly Administered Worlds are not considered States


in SaVaHuTa, although some of the Alien political
bodies do consider their "halves" to be States. They
are special Colonies of SaVaHuTa as a whole, with the
inhabitants coming from many worlds. The massive
costs of settling these Jointly Administered worlds is
paid by SaVaHuTa, for the ostensible purpose of furthering Alien-SaVaHuTa relations. They are also hotbeds of espionage and intrigue.
Protected Worlds
Certain worlds have been designated as "Protected".
This means that the world in question has been put
under the protection of the power noted. This is for a
variety of reasons, either the culture has been tampered with or the population is a remnant, perhaps
dying out. Protected worlds are set aside and the culture in trouble is helped as inobtrusively as possible.
In any event, the cultures are strictly observed, and
any intrusion punished swiftly.
The Han House in the year 150 - the
nominal present
There are 5 large semi-permanent blocks in the Han
House, those of Mickey's Birthday, Adma, Faren,
Tamana, and Dominatus. Each controls between eight
and ten votes, and each is united by chains of colonization. This represents 48% of the total vote of 96.
There are also seven smaller blocks with varying numbers of votes, representing 26% of the total. Finally,
there are 16 individual worlds representing 26% of the
vote. No one group of blocks is able to dominate, and
shifting alliances between blocks can quickly precipitate changes in power. This is typical in the Han
Worlds - Politics and Societies - 190 -

StarCluster - Politics and Societies


The Diasporan Community:

The Independent (Rogue)


Worlds

The Diasporan Community is structured similarly to


SaVaHuTa, but is much smaller. The Legislative Body
is called the Presence, and is made up of States and
Colonies, like the Han House. There are no "Sectors"
in the Diasporan Community. The place of both
Procurator and Proconsul is taken by the Hand. The
Hand is appointed by the Presence for an indeterminate term. Many Hands have been, in effect, dictators,
but in the trappings of legitimacy. The Diasporan
Community has its capital on the world of Morningstar in the Five Fingers system.

The Independent, nonaligned, worlds are bound by


their World government to a degree not known in
either the DC or SaVaHuTa. They are citizens of that
world, and if they are also possibly citizens of
SaVaHuTa or the Diasporan Community, they have
no rights of appeal for any measure the world government chooses to throw at them. They also have no
right of protection, though both of the Leagues will
protest and attempt to help them. Where SaVaHuTa
has at least a modus vivendi with the DC, the relationships with the nonaligned worlds are catch-as-catchcan, some desiring a working relationship, and others
not.

The Diasporan Community tends to be somewhat


more xenophobic than SaVaHuTa. It is also somewhat more cohesive, being so much smaller. Certainly
there are more severe penalties for Member Worlds
leaving the DC than are faced in SaVaHuTa.

In the year 150, the population of the Independent


Worlds was approximately 13 billion on 28 worlds.

In the year 150, the population of the Diasporan


Community was approximately 47 billion humans on
44 worlds.

The Thieves Worlds


The Thieves Guild, which controls the Thieves
Worlds, is a representative democracy. Every Guild
Member, who are individuals, not worlds, gives a
proxy to a representative to vote in his interest. If the
representative fails in this task, the Member is free to
withdraw his proxy and either exercise it himself or
give it to another. If the representative fails sufficiently spectacularly, the Member may choose to issue
a contract to have the Representative permanently
and fatally reprimanded. All in all a fair and equitable
system.
In the year 150, the population of the Thieves Worlds
was approximately.033 billion on 16 worlds.

Worlds - Politics and Societies - 191 -

StarCluster - Politics and Societies


The Alien Leagues and
Nations
While some of the alien nations have close and
friendly relations with the Humanoid Leagues, others
do not. Following is a list of the various Alien nations
and their relations with both SaVaHuTa and with the
DC:
Tommu Space
Relations with the Tommu are good, but edgy. The
Tommu are fiercely proud, and among the most powerful of alien civilizations. The Tommu have a carnivore's outlook on life, in that to them there are prey
and there are predators. Humanity was once thought
of as prey by the Tommu, and they are not above
turning a blind eye to Tommu pirates who prey only
on non-Tommu. The bloody Second Tommu War
taught them to at least behave circumspectly. They
trade with Humanity willingly enough, but do not cultivate close relations with them. Worlds in Tommu
Space have no formal League. Each is independent,
but they tend to see synoptically on most issues.
In the year 150, the population of Tommu Space was
approximately 9 billion on 13 worlds.
The Kolusien Sphere
The Kolusien Sphere have an adversarial relationship
with SaVaHuTa which never has broken out into
actual warfare. They tend to favor the DC over
SaVaHuTa in trade for political reasons. They have
been allied with the Tommu in the past, and are presently allied with the Uramkup. The Kolusien Sphere is
a loose confraternity with no set central government,
and politics relies on a system of "Lead, Follow, or
Stand Aside" that most humans find bewildering.
They have several times been caught attempting to
destabilize SaVaHuTa, but the loose nature of the
Sphere allows them to blame any aggression on
individual worlds.
In the year 150, the population of the Kolusien
Sphere was approximately 3 billion on 8 worlds.

The Polity of the Tumentamenata


The Polity of the Tumentamenata is purely a business
arrangement between powerful trading and manufacturing Houses. The Tumentamenata see things in
terms of business arrangements rather than political
ones, and are often baffled by Humanity's political
bent. A House gains power by gaining wealth, and
gains wealth by gaining power. Relationships with
SaVaHuTa and the DC are quite good, although
strained at times by mutual non-comprehension. They
do not see SaVaHuTa as a threat, rather as a vast market open to them to exploit.
In the year 150, the population of the Polity of the
Tumentamenata was approximately 2 billion on 7
worlds.
Teumatimon
Teumatimon is a space faring civilization only by
courtesy. The Tappi are constitutionally unable to tolerate space flight for long periods, and 'adopt' people
from other space faring nations to work for them.
The Tappi are family oriented, and trade with any
other people without prejudice. The Government is in
reality a world government extended over the single
Colony on their moon. They are the source of many
fascinating and inventive applications of technology.
In the year 150, the population of Teumatimon was
approximately 0.5 billion on 2 worlds.

The Ven Der Opt Worlds


Ven der Opt are enthusiastic, friendly, non-threatening aliens whom no-one really understands. No species can dislike the Ven der Opt, and their gregarious
and garrulous natures prompt confidences which the
confidants may later find given away for no particular
reason which they can discern. The Etvar half seriously maintain that the Ven der Opt really control the
whole Cluster by disseminating information in a pattern to their liking. It is as good a rationale as any, and
at least pretends to explain their seeming indifference
to finance. There is no particular structure to the Ven
der Opt Worlds, just a world government writ large.
In the year 150, the population of the Ven Der Opt
Worlds was approximately 1 billion on 3 worlds.
Worlds - Politics and Societies - 192 -

StarCluster - Politics and Societies


The Kiskit Empire
Kiskit are an aggressive, pushy people. The Empire is
always meddling in the affairs of other cultures,
including the Humanoid peoples. The Empire is half
Theocratic, half Aristocratic, with families of powerful
priestesses continually exhorting the multitude to
prove their worth. Only Kiskit of value are given
license to breed. As Kiskit change from Male to
Female as they age, the secluded females control the
right to breed, and only offer it to those they consider
worthy of the privilege. Only males contact with other
races, and are always out to make a 'name' for themselves. Offending them is easy, and their tempers are
lightning quick.
In the year 150, the population of the Kiskit Empire
was approximately 3 billion on 6 worlds.
The Tumuran
The Tumuran are insane by Humanoid standards,
which is the most important thing to know about
them. If there is some sort of political system at work,
neither Humanity nor the other alien peoples have a
clue what it is or how it works. It is suspected that
Tumuran may be linked telepathically in a constant
state of awareness which may be instantaneous across
any distance. They certainly do not use conventional
communications gear among themselves, only using it
to contact non-Tumuran. How this works or even if it
truly exists is not understood. Trading with the Tumuran is much like participating in a lottery. Communication with them is so rudimentary that barter is the
only exchange, and it is accomplished by placing
things you wish to trade on the dock in front of a
Tumuran ship. They may or may not replace it with
something which they consider of equal value.
Whether the non-Tumuran consider it of equal value
is a matter of indifference to the Tumuran.

closest one can come in Standard. The Ronaurana is


where those Ronaure who are interested in politics
interact. Politics to the Ronaure are much like their
aesthetics: subtle, refined, and delicate. Ronaure never
meet face to face with non-Ronaure, and tend to take
a disinterested, almost passive aggressive stance when
dealing with non-Ronaure. Ronaure consider themselves as "gentlebeings", dabblers and amateurs who
are careful to distance themselves from actually making a living at the things they enjoy.
In the year 150, the population of Ronaurana was
approximately 4 billion on 5 worlds.
The Uramkup Confederation
The Uramkup are honest and forthright people, terrible diplomats but well respected around the Cluster
for their unflinching honesty. They are sticklers for a
fair deal. Traders should never attempt to cheat an
Uramkup. They may swallow the deal, but the
Trader's name will become worthless once the
Uramkup have noticed the cheat. Conversely, an
Uramkup's word is its bond. The Uramkup never sign
agreements, as in their opinion such things impugn
their honor. The Confederation is headquartered on
the Uramkup homeworld of Laminarines in the AllezOop system. The administrators are called "Kulumalane", and apparently are not elected or appointed in
any way to this office, rather, they begin to exercise
the authority ad hoc. If other Uramkup respect the
new Kulumalane enough, its 'speakings' are acted
upon as if they were law.
In the year 150, the population of the Uramkup Confederation was approximately 14 billion on 14 worlds.

The Fellowship of the Guaru


The Guaru are the closest thing SaVaHuTa has to an
ally among the aliens of the Cluster. Relationships are
In the year 150, the population of the Tumuran was extremely friendly, particularly with the Mickey's
Birthday block, as that area of the Cluster is co-termiapproximately 10 billion on 10 worlds.
nous with the Guaru area. The Fellowship is a gatherRonaurana
ing where the leaders of the Guaru bureaucracy meet
and decide what the course of action will be for the
The political envelope within which the Ronaure live
is called the "Ronaurana", for which there is no real Guaru people in the future. The Guaru bureaucracy
translation. Purposeful Gathering is perhaps the once had elected officials, but after a while no one
Worlds - Politics and Societies - 193 -

StarCluster - Politics and Societies


bothered anymore, and the bureaucracy kept on
going. The bureaucratic leaders appoint their own
replacements. The unique and grisly Guaru reproductive system assures no nepotism, as no one know who
is related to whom, and frequent turn over of leadership as they turn female, get pregnant, and die.
In the year 150, the population of the Fellowship of
the Guaru was approximately 3 billion on 7 worlds.
The Work of the Kertu-Drua
Although "Work" is the accepted translation of the
Kertu-Drua body politic, it would perhaps be more
accurate to translate it as "Masterwork", or "Crowning
Achievement". It is every Kertu-Drua's ambition to
retire and launch a political career. Indeed, the reason
a Kertu-Drua does not immediately enter the Work is
that one's life before retiring is an exercise to show
that one has all the tools to be a brilliant statesman.
All of a Kertu-Drua's tradings, alliances, friendships,
and willingness to put itself in danger are there to
show the Kertu-Drua's true character. Every KertuDrua who can afford to do so will retire (Kertu-Drua
statesmen are not paid) at the most propitious
moment and become a statesman. The more striking
and original the new statesman's former life was, the
more power and influence it will have in it's new life.
The Work is akin to a democracy, but only statesman
can vote. Kertu-Drua have good relationships with all
other races, and view their antics with wry amusement.

In the year 150, the population of the Trinarchy of the


Etvar was approximately 3 billion on 3 worlds.
Formenamen
The Formenai indulge their passion for elections to
elect a governing body known as the Formenamen. It
meets on Sedrafer in the Mombassa system, the Formenai homeworld. Not only is the Formenamen
elected, but the body holds elections within itself for
every bill passed or action taken, complete with campaigns and speeches. The Formenamen does nothing
quickly, but by the time the election is over, the bill
has been thoroughly discussed. The Formenai have
issues with SaVaHuTa which will remain until the
Jalan situation is settled, and are more kindly disposed
towards the DC for the time being.
In the year 150, the population of Formenamen was
approximately 12 billion on 9 worlds.

The Other Worlds


There are various other worlds of Backward and
Primitive cultures not detailed here. Each of these is
limited to its own world for the most part, and does
not impinge on the Cluster as a whole. As these
worlds make the transition from Backward to
Advanced, however, they will change the balance of
power and possibly the course of future history.

In the year 150, the population of the Work of the


Kertu-Drua was approximately 7 billion on 5 worlds.
The Trinarchy of the Etvar
The Trinarchy is a loose affiliation of the three Etvar
States, consisting of representatives from the Richest
of Etlevs, the Eldest of Etruns, and the Most Popular
of Etcleks. These representatives sit down yearly,
rotating the location each year between the three
States, and discuss details of Etvar actions in the coming year. Etvar dislike of Humanity has sharply curtailed any interaction between the two species. Etvar
will not even trade with Humanoids in any way.
Worlds - Politics and Societies - 194 -

StarCluster - Politics and Societies


The Han House - A Snapshot of the Year 150
Large Blocks
Block

BlockLeader

Block World

Votes

Munich
Dundee
Berlin
Hero VII

3
2
2
1
1
TOTAL 9

Mickey's Birthday Mickey's Birthday

Tagris

Vantor

Sastra

Dominatus

Adma 3
Svelte
Fraternalia
Flame
Dancer
Tagrisdomo

2
2
1
1
1
TOTAL 10

Castor
Pollux
Vantornom

2
2
1
TOTAL 9

Dillon
Bogie
Sastrakal
Tweedledee

2
2
1
3
TOTAL 10

Faren 4

Tamana 2

Dominatus 2
Carmelita
Kramer

3
3
TOTAL 8
TOTAL LARGE BLOCK VOTES 46

Worlds - Politics and Societies - 195 -

StarCluster - Politics and Societies


Small Blocks
Block
BlockLeader
Mink

Block World

Thinker
Brinks

Gloria

Glorianna*

Merovingian

Fortinbras
Sigebert

Hoboken

Hoboken
Doublet

Cogito

Ergo Sum
Artemis
Set

Betsy

Betsy
Nieustadt

Allez

Allez-Oop
Imhotep

Votes
3
2
TOTAL 5
3
TOTAL 3
2
2
TOTAL 4
2
3
TOTAL 5
2
1
1
TOTAL 4
1
1
TOTAL 2
1
1
TOTAL 2
TOTAL SMALL BLOCK VOTES 25

Single Worlds
World

Votes

Questor
Katamaran
Fiske
New North Jersey
Ki Rin
Nigel
Stammer
Loop
Tarpon
Cork
Hooterville
Laugher
Myoto-Ga-Seke
Calder
Trefoil Beta

1
2
2
1
2
1
2
4
2
2
1
2
1
1
1
TOTAL SINGLE WORLD VOTES 25

Grand Total of all Votes


96
* Glorianna is a single world, but treated as a block because of the immense power it wields as Sector Capital, and the prestige it holds as birthplace of both SaVaHuTa and the Diasporan Community.

Worlds - Politics and Societies - 196 -

StarCluster - Worlds - Physical

The Cluster - Physical descriptions


The physical description of the worlds in the Cluster are necessarily abbreviated. This is not only because of the
great number of worlds - there are over 100 systems and over 500 worlds - but to give a skeleton for the GM to
clothe with imagination. It is not the intention of this work to force the GM into a straitjacket of setting and
metaplot. This setting is provided for the GM to use if she wishes, as an aid. The GM is always free to invent
whatever setting most suits the needs of the players and herself.
The physical description of the worlds is given as descriptive terms which the GM is free to interpret. For example, a planet with a Contaminated atmosphere merely means that there is some irritant which causes filter masks
to be commonly worn, and that irritant may be volcanic sulphur, or perhaps allergenic pollen, or maybe industrial pollution, or a host of other things. These descriptions give a range which the GM can use as guideposts in
creating the world. We will be releasing World guides - some as self contained RPGs such as the Sweet Chariot
RPG, some as setting descriptions, such as the World of Burn guide. Occasionally we will release System guides,
such as the Suprise System guide, which cover all of the worlds within a system in a general manner, usually as
background for a space travel oriented adventure. These are modules which can be used if the GM wishes. The
only canon that matters is *your* canon - the setting *you* as GM create. Anything else is optional.
Orbit
The orbit number given is the standard StarCluster orbit number, as given in the Star Travel and Space Combat
section, which roughly approximates the worlds mean orbital diameter.
Atmosphere
This term gives a rough description of the planets atmosphere. The details are up to the GM.
None

This result means there is no detectable atmosphere at all.


Trace

This result means that there is a wisp of atmosphere, but not enough to support life.
Thin

This result means that the atmosphere does not have enough oxygen for Earth-type life to breathe without the aid of oxygen concentrators of some type, although native life if any would have evolved differently.
Normal

This result means that the atmosphere can be breathed directly, without aid, and is at approximately standard pressure.
Contaminated

This result means that the atmosphere contains some irritant which can be filtered out, but which is otherwise breathable.
Poisonous

This result means that earth-type life attempting to breathe this atmosphere will die - perhaps immediately - perhaps within a few days, but not without scarring of the lungs at least.
Thick

This result means the atmosphere is breathable directly, but is under much higher than standard pressure.

Worlds - Physical - 197 -

StarCluster - Worlds - Physical


Surface H2O
This term gives an approximate percentage of surface covered by water - either liquid or ice. This number is very
approximate, giving only a rough idea. For instance a result of 100% might mean 90% or 93% rather than total
coverage. the distribution of land and water is up to the GM. For instance a result of 40% might be distributed as
a number of large lakes, or perhaps in a single great sea.
Gravity
This term gives an approximation of the surface gravity on the world. Trace gravity is less than 0.1G. A result of
0.4G might actually be 0.33G or 0.5G as the GM decides.
Temperature
This term gives the average temperature of the world in degrees Farenheit. Generally worlds will be warmer at
the equator and colder at the poles, but a highly eccentric orbit or a highly inclined axis would modify the effective temperature a great deal.

Worlds - Physical - 198 -

StarCluster - Worlds - Physical


System

World

Allez-Oop
Laminarines
Angelica
Allez-Oop
Tarzan
Moth
Ulumalarines
Hoboken
Flutterby
Whippet
Altos
Altos
Moon (of Altos)
Anson
Ring Belt
Jalan
Luma
Wide Belt
Cap
Stan
Tain
Ture
Acitor
Arc
Arc
Tic
Artemis
Artemis
Turagu
Minat
Surat
Aztec
Icarus Belt
Retron
Bailiff
Quantum
Aztec

Orbit

Atmosphere Surface H2O Gravity

1
2
2+1
2+2
2+3
2+4
2+8
2+9
2+10

Contaminated
Gas Giant
Thin
Thin
None
Contaminated
Normal
None
None

40%

0.4

70

25%
25%
0%
40%
75%
0%
10%

0.8
0.8
Trace
0.6
1.0
Trace
0.6

35
10
Background
60
85
Background
-15

1
1+1

Poisonous
None

75%
0%

0.8
Trace

35
Background

1
2
2+1
3
4
4+1
4+2
4+4
4+6

None
Normal
None
None
Gas Giant
None
Contaminated
None
Normal

0%
75%
0%
0%

Trace
1.0
Trace
Trace

Background
60
Background
Background

0%
40%
0%
75%

Trace
0.4
Trace
1.0

Background
25
Background
75

2
2+1

Thin
Normal

75%
60%

1.0
0.6

15
15

2
4
4+1
4+2

Trace
Normal
None
None

10%
60%
0%
0%

0.6
1
Trace
Trace

-25
90
Background
Background

1
2
2+1
2+2
3

None
Thick
Contaminated
None
Thin

0%
75%
60%
0%
25%

Trace
2.0
0.8
Trace
0.4

Background
100
50
Background
-10

Worlds - Physical - 199 -

Temperature

StarCluster - Worlds - Physical


System

World

Berlin
Bremen
Luagu
Sluwun
Guas
Cologne
Deutchland
Frankfort
Bonn
Koenigsburg
Pulus
Berlin
Munich
Hamburg
Mainz
Bolo
Zhishi/Polo
Bolo
Castor
Pollux
Marco
Holo
Boondocks
Hooterville
Boondocks Belt
Brass
Tamana
Vaelue
Tar
Darike
Bullet
Bullet
Cartridge
Burn
Burn
Baby
Carnelian
Sygnett
Plustpon

Orbit

Atmosphere Surface H2O Gravity

1
2
9
3+1
3+2
4
4+2
4+3
4+4
4+5
4+6
4+7
4+8
4+10

Normal
Contaminated
Normal
None
Thin
Gas Giant
None
Contaminated
Thin
Trace
Normal
Normal
None
Trace

1
3
3+1
3+2
3+8
3+9

Temperature

25%
40%
75%
0%
40%

0.8
1.0
1.0
Trace
1.0

65
80
70
Background
20

0%
40%
25%
10%
60%
60%
0%
10%

Trace
0.8
0.8
0.4
1.0
1.0
Trace
0.4

Background
0
20
-30
70
45
Background
-30

Thin
Gas Giant
Normal
Normal
None
None

10%

0.4

-20

75%
75%
0%
0%

1.0
1.0
Trace
Trace

35
35
Background
Background

2
4

Thin
None

25%
0%

0.4
Trace

10
Background

2
2+1
2+2
3

Normal
Normal
None
Normal

75%
25%
0%
75%

0.8
0.6
Trace
1.5

75
25
Background
45

1
3

Thin
10%
Contaminated 60%

0.4
0.8

45
0

2
2+2

Normal
None

60%
0%

1.0
Trace

60
Background

1
1+1

Thick
None

100%
0%

1.0
Trace

50
Background

Worlds - Physical - 200 -

StarCluster - Worlds - Physical


System

World

Cloister
Dimmenelemen
Kuminekemem
Lux
Fraternalia
Clovis
Teumatimon
Tappana
Clothilde
Dagobert
Merovus
Childeric
Lothar
Sigebert
Cogito
Fallow
Ven Dosh Apt
Darien
Quer Shuk Apt
Amb Ost Apt
Coil
Meer Trav Apt
Staft Ost Apt
Remb Ost Apt
Shrike
Ergo Sum
Cork
Floater
Moat
Stoat
Boater
Cork
Gubruba
Cry in the Dark
Friday 13th
Dark Belt
Bantu
Bantu One
Runalduren
Bantu Three
Bantu Four
Cry in the Dark

Orbit

Atmosphere Surface H2O Gravity

1
1+1
2
2+2

Poisonous
Normal
Poisonous
Normal

50%
60%
75%
75%

1.0
0.8
1.5
1.0

70
45
60
35

1
1+2
2
2+3
2+5
2+6
2+7
2+9

Contaminated
Thin
Gas Giant
Normal
Thin
None
Contaminated
Thin

75%
25%

1.5
0.4

50
0

40%
10%
0%
40%
60%

0.8
0.4
Trace
0.6
0.6

40
-10
Background
-10
15

1
1+1
2
2+1
2+3
7
8
8+1
8+2
8+3
8+6

Normal
Contaminated
Normal
None
None
Normal
Gas Giant
None
None
Contaminated
Normal

75%
25%
40%
0%
0%
75%

1.5
0.4
1.5
Trace
Trace
1

95
70
120
Background
Background
80

10%
0%
40%
75%

0.4
Trace
1.0
0.8

-25
Background
25
100

2
2+1
2+2
2+3
3
3+1

Contaminated
Normal
None
None
Thin
Thin

75%
100%
0%
0%
60%
10%

1.5
0.8
Trace
Trace
0.8
0.4

85
85
Background
Background
25
-25

1
2
3
3+3
3+6
3+7
3+8
3+9

Contaminated
None
Gas Giant
None
Normal
None
Trace
Thin

40%
0%

0.6
Trace

65
Background

0%
60%
0%
25%
25%

Trace
1.0
Trace
0.4
0.8

Background
70
Background
-5
-5

Worlds - Physical - 201 -

Temperature

StarCluster - Worlds - Physical


System

World

Orbit

Dancer
Darter
1
Dasher
1+1
Kaalimurare
3
Dancer
3+1
Prancer
3+2
Runner
3+3
Splasher
5
Dandy
Zerubul
2
Jehosephat
2+1
Pinta
2+2
Nina
2+3
Santa Maria
2+4
Kertu-Luku/Dandylion 2+6
Dibble
3
Carpathia
3+3
Melonball
3+7
Mothball
3+8
Kertu-Duturak
3+9
Dundee
4
Darwin
Darwin
1
Erasmus
1+1
Dino
u'Tommutur'u
2
Dodger
Lupristimen
3
Roger
4
Domino
Domino
1
Kuprut
1+1
Mangler
1+3
Melianiene
1+4
Junker
1+8
Dominatus
1+10
Don
Ven dan Oor
1

Atmosphere Surface H2O Gravity

Contaminated
None
Contaminated
Normal
None
None
Normal

Temperature

25%
0%
100%
60%
0%
0%
100%

0.6
Trace
1.0
0.8
0.4
Trace
2.0

55
Background
60
85
Background
Background
85

10%
0%
10%
60%
75%

0.6
Trace
0.4
0.8
1.5

40
Background
-10
65
90

25%
0%
0%
100%
40%

0.6
Trace
Trace
1.0
1.0

30
Background
Background
105
80

Normal
60%
Contaminated 40%

0.8
0.6

15
15

Thin

10%

0.6

-40

Thick
Thick

75%
75%

1.0
1.0

50
50

Gas Giant
None
Trace
Thin
Thin
Normal

0%
10%
10%
0%
60%

Trace
0.4
0.8
0.4
1.0

Background
-30
20
-30
70

Thin

25%

0.6

Gas Giant
Contaminated
None
Trace
Thin
Normal
Gas Giant
Thin
None
None
Thick
Contaminated

Worlds - Physical - 202 -

StarCluster - Worlds - Physical


System

World

Don't Go Out At Night


Vault
Mariner
Bernard
Dorman's Planet
Calder
Mabrionere
Qubretragre
Dortmund
Tebe
Terefer
Marafer
Missafer
Rudafer
Manifer
Doublet
Doublet
Inlet
Islet
Outlet
Duet-au-Lapin
Duet-au-Lapin
Ember
Cinderella
Flame
Pemelarulen
Fido
Umuriar
Rumiviran
Five Fingers
Stammer
Morningstar
Evandalle
Lilbit
Tyny
Tweedledee
Tweedledum
Pooh
Roderiarte
Bariporasti
Rontiure

Orbit

Atmosphere Surface H2O Gravity

3
3+1
3+2
4
4+1
5
5+3

Normal
Trace
None
Contaminated
Contaminated
Contaminated
None

75%
10%
10%
75%
25%
75%
0%

1.5
Trace
0.4
0.8
0.6
0.8
Trace

30
-10
-10
90
40
90
Background

3
3+1
3+3
3+4
3+7
3+10

Gas Giant
Normal
None
None
None
Contaminated

40%
0%
0%
10%
40%

1.0
Trace
Trace
Trace
0.8

50
Background
Background
Background
25

1
1+1
1+2
1+3

Thick
None
None
None

75%
0%
0%
0%

1.0
Trace
Trace
Trace

80
-20
Background
Background

Thin

10%

0.4

-20

2
4
4+3

Contaminated 40%
Thick
75%
None
10%

0.6
0.8
0.4

5
70
20

2
3

Trace
Normal

10%
100%

0.8
1

-30
35

1
2
2+1
2+2
2+3
3
3+2
3+3
4
4+1
4+2

Contaminated
Normal
Trace
None
None
Normal
Norm
Trace
Contaminated
None
Thin

40%
60%
10%
0%
0%
75%
100%
0%
40%
10%
25%

0.6
1.0
0.4
Trace
Trace
1.0
0.8
Trace
0.8
Trace
0.6

15
80
Background
Background
Background
45
45
Background
-5
Background
-5

Worlds - Physical - 203 -

Temperature

StarCluster - Worlds - Physical


System

World

Orbit

Flyer
Flyer
3
Forget
Me Not
1
Fox
Misty
1
Hamblin
1+1
Tommululu
1+3
Overide
1+4
Farquahar
1+5
Novitiate
1+7
Lypo'Kan'narek
1+9
Big Blue Marble
2
Little Joe
2+1
Mandrake
2+2
Ballpeen
2+5
Kimest
2+7
New North Jersey
2+8
Gondolin
2+10
High Towers
4
Gordy
5
Tommusesu
5+2
Cueball
7
e'Tommulosu'e
7+1
Lucknow/e'Tommutesue 7+4
Hiram
7+5
Treasure Island
7+4
Marvelloso
7+8
Gloria
Chariot
2
Fiske
2+1
Glorianna
4
Myron
5
Stareve
7
Skeen
7+1
Ban
7+3
Donnar
8
Warren
8+1
Gazebo
8+3
Twyne
8+6
Skrit
8+8
Windsor
8+9
Gould
9

Atmosphere Surface H2O Gravity

Trace

Temperature

10%

0.6

-25

Contaminated 40%

0.8

10

0%
25%
10%
0%
0%
25%

Trace
0.6
Trace
Trace
Trace
0.4

Background
100
25
Background
Background
25

0%
0%
0%
10%
75%
0%
10%
75%
10%

Trace
Trace
Trace
0.4
1.0
Trace
0.4
1.5
0.4

Background
Background
Background
-15
115
Background
45
55
0

10%
0%
0%
0%
25%

0.4
Trace
0.4
Trace
0.4

0
Background
-15
Background
35

75%
60%
60%
40%
60%
60%
0%

1.0
1.0
0.8
0.8
0.8
0.6
Trace

100
75
65
65
40
15
-10

0%
10%
0%
60%
75%
60%

0.6
Trace
Trace
0.8
1.5
1.5

Background
-15
-15
35
60
75

Gas Giant
None
Thin
None
None
None
None
Gas Giant
None
None
None
None
Poisonous
None
Thin
Poisonous
Thin
Gas Giant
Trace
None
Trace
None
Thin
Poisonous
Normal
Contaminated
Thin
Normal
Thin
Trace
Gas Giant
Trace
Trace
none
Normal
Normal
Thick

Worlds - Physical - 204 -

StarCluster - Worlds - Physical


System

World

Grizelda
Grizelda
Zelda
Hagia
Mecca
Dalana
Kumai
Medina
Qum
Harlech
Dangerous
Rodin
Harlech
Chmee
Tommurodu
Harpy
Harpy
Mister
Hebe
Hebe-Jebe
Hero
Tuagit
Hero
Hero I
Hero II
Hero III
Hero IV
Hero V
Hero VI
Hero VII
Hop
Hopkins
Howler
Howler Boyo
Tag
Manomet
Ferment
The Slip
Deereenee

Orbit

Atmosphere Surface H2O Gravity

2
2+1

Thick
Normal

100%
60%

1.0
0.8

75
50

1
3
3+1
4
4+2

Thin
Normal
None
Contaminated
None

25%
75%
10%
40%
0%

0.4
1.0
Trance
0.6
Trace

25
55
Background
55
Background

1
1+1
2
2+3
2+5

Poisonous
Contaminated
Gas Giant
None
Thin

75%
10%

0.8
0.4

75
-25

0%
25%

Trace
0.4

Background
-25

1
3

Poisonous
Thin

75%
10%

1.0
0.4

70
-25

Contaminated 25%

0.8

55

2
3
3+2
3+4
3+5
3+6
3+7
3+9
3+10

Thin
Gas Giant
None
None
None
None
None
Contaminated
Thin

25%

1.0

25

0%
0%
10%
0%
0%
25%
10%

Trace
Trace
Trace
Trace
Trace
0.8
0.4

Background
Background
Background
Background
Background
15
15

Poisonous

60%

1.0

65

3
3+2
3+5
3+7
3+9
4

Gas Giant
Trace
None
Thin
None
Contaminated

25%
0%
10%
0%
40%

0.4
Trace
0.4
Trace
0.8

Background
Background
50
Background
50

Worlds - Physical - 205 -

Temperature

StarCluster - Worlds - Physical


System

World

Imhotep
Durandaluren
Runduluan
Pyramid
Imhotep
Spike
Impasse
Impasse
Rabien
Infortis
Fortinbras
Bras D'Or
Iolanda
Deathbane
Hytek
Greylock
Ruyuimaak
Iris
Cider
Adma
Flan
Miriam
Isis
Pungu
Panat
Isis
Jack
Storn
Kwry
Juju
Shearwater
Meager
Uramkutipte
Katmandu
Katmandu
Kertu-Iktur
Kataninetails
Katapult
Kertu-Utruk
Katamaran

Orbit

Atmosphere Surface H2O Gravity

1
1+1
2
2+1
2+2

Thick
None
Normal
Contaminated
None

3
3+2

75%
0%
60%
40%
0%

Temperature

2.0
Trace
1.0
0.6
Trace

100
Background
40
40
Background

Contaminated 40%
Trace
10%

0.8
0.4

30
Background

2
2+3

Normal
Trace

75%
10%

1.0
0.4

35
-40

2
4
4+1
4+3

Thin
normal
Normal
Contaminated

60%
75%
75%
60%

0.8
1.5
0.8
0.8

60
50
50
50

1
4
4+1
4+2

Contaminated
Normal
Contaminated
Contaminated

10%
75%
40%
10%

0.6
1.0
0.8
0.6

60
90
40
-10

3
3+1
4

Thick
None
Norm

100%
0%
60%

1
0.4
25

100
Background
0

4
4+1

Poisonous
Trace

25%
0%

15
0.4

0
Background

1
1+2
4

Normal
None
Thin

75%
0%
40%

1.0
Trace
0.6

115
Background
5

1
2
3
4
5
5+1

Contaminated
Trace
Normal
None
Normal
Normal

75%
10%
60%
0%
100%
75%

1.5
0.4
1.0
Trace
1.0
1.0

115
30
95
Background
120
70

Worlds - Physical - 206 -

StarCluster - Worlds - Physical


System

World

Kingdom
e'Tommutimo'e
Tommuturo
Crimson King
King Cole
King Arthur
King Cobra
King George
King Edward
King Richard
Ki-Rin
Ki-Rin
Singlet
Triplet
Lamia
Dagrabbit
Dinko
Landing
Vulture
Kutomang
Laude
Anima
Laurel
Coronet
Wheeler
Diamond
Laurel
Riser
Storm
Siene
Leda
Sastrakal
Vantornom
Companion
Humanworld
Tagrisdomo
Leo
Leo Belt

Orbit

Atmosphere Surface H2O Gravity

1
1+3
2
2+2
2+3
2+6
2+8
2+9
2+10

Normal
Thin
Gas Giant
None
Normal
None
Thin
None
Trace

75%
40%

1.5
0.6

85
-15

0%
60%
0%
25%
0%
25%

Trace
1.0
Trace
0.6
Trace
0.6

Background
75
Background
25
Background
0

1
1+2
1+3

Normal
None
Trace

75%
0%
0%

1.0
Trace
0.4

65
Background
-10

2
2+1

Thin
Trace

25%
0%

0.8
0.4

0
-25

4
4+1

Contaminated 40%
Contaminated 25%

0.8
0.6

-10
-10

None

25%

0.4

-25

3
3+1
3+2
3+3
3+5
3+7
3+10

Gas Giant
None
None
Thick
Trace
None
None

0%
0%
100%
10%
0%
0%

Trace
Trace
1
0.4
Trace
Trace

Background
Background
100
-25
Background
Background

1
2
2+2
2+3
3

Normal
Normal
None
Thick
Normal

50%
100%
0%
50%
75%

0.6
1.0
Trace
0.8
1.0

70
85
Background
60
75

None

0%

Trace

Background

Worlds - Physical - 207 -

Temperature

StarCluster - Worlds - Physical


System

World

Leviathan
Blue Belt
Moby Dick
Finback
Monstro
Ishmael
Shamu
Ahab
Lift
Maakiure
Maanierane
Muluraniene
Duel
Kramer
Marvel
Stopper
Plug Ugly
Rumurien
Lookout
Heavy
Tyne
Nieustadt
Kuvelek
Number
Hoyt
Carmel
Alan
Betsy
Carl
David
Elizabeth
Felicia
Loop
Loup Garou
Loopette
Skip to My Loop
Kertu-Daturak
Loop de Loop
Loop
Lupus
Loopy

Orbit

Atmosphere Surface H2O Gravity

4
7
7+1
7+2
8
8+1
9

None
Normal
None
Thin
Thin
None
Thin

0%
40%
0%
25%
25%
0%
40%

Trace
1.5
Trace
1.0
0.6
Trace
0.8

Background
85
Background
35
0
Background
0

2
2+1
3
3+1
3+4
3+5
3+6
3+9
3+10

Contaminated
None
Gas Giant
Contaminated
Normal
None
None
None
Contaminated

40%
0%

0.8
Trace

20
Background

40%
75%
10%
0%
0%
60%

0.6
0.8
0.4
Trace
Trace
0.8

10
35
-40
Background
Background
10

2
2+1
2+3
3
3+1
4
8
8+1
8+2
8+3
8+5
8+6
8+8

Thick
Trace
Poisonous
Contaminated
Contaminated
Thin
Gas Giant
Trace
Contaminated
None
None
None
None

60%
10%
75%
60%
40%
10%

1.5
Trace
1.0
0.8
0.4
0.6

115
15
90
55
30
30

10%
10%
0%
0%
0%
10%

0.4
0.6
Trace
Trace
Trace
0.6

-25
25
Background
Background
Background
-25

1
1+1
2
3
3+1
3+3
4
4+1

Contaminated
Thin
Contaminated
Normal
Normal
Normal
Contaminated
None

40%
40%
40%
75%
75%
75%
40%
0%

0.6
0.6
0.6
1.0
0.6
0.8
0.8
Trace

35
35
25
40
65
65
95
Background

Worlds - Physical - 208 -

Temperature

StarCluster - Worlds - Physical


System

World

Orbit

Atmosphere Surface H2O Gravity

1
1+8
1+9
1+10
2
2+2
2+3
2+4
2+6
2+7
2+8
2+10

Gas Giant
None
None
Thin
Gas Giant
None
None
Trace
None
Trace
Contaminated
None

1
1+1
1+2
1+3
2
2+1
2+4
3+6
2+8
2+9
2+10

Thick
None
Thin
None
Gas Giant
Trace
Trace
Poisonous
None
Normal
Thin

1
1+2
1+3
1+4
1+5
1+6
1+9
1+10

Temperature

Lope
Ante
Ante I
Ante II
Ante Up
Cante
Cante I
Cante II
Cante III
Cante IV
Cante V
Tunkstikul
Cantelever
Los Ninos
Ruprudek
Kamopa
Rukurope
Kadumopa
La Madre
Pedro
Juano
Manolito
Linda
Carmelita
Kudropa
Louver
Louver
Lever
Liver
Lifter
Lofter
Laugher
Laver
Lover
Lucifer
Lucifer
Etruns
Glip
Mahdi
Etcleks
Green Acres
Mako
Mako

0%
0%
0%

Trace
Trace
0.6

Background
Background
20

0%
0%
10%
0%
10%
25%
0%

Trace
Trace
Trace
Trace
Trace
0.6
Trace

Background
Background
-15
Background
-15
10
Background

100%
10%
25%
0%

0.8
0.6
0.4
Trace

90
Background
40
Background

10%
25%
40%
0%
60%
40%

0.6
0.4
0.8
Trace
0.8
0.6

Background
Background
30
Background
105
30

Gas Giant
Normal
Normal
Normal
Normal
Thick
Normal
Normal

25%
60%
25%
40%
60%
60%
75%

0.6
0.8
0.8
0.6
1.0
0.8
1.0

25
75
75
50
50
50
50

1
2
2+1

Thick
Thick
None

100%
60%
10%

1.5
1.0
0.4

110
75
Background

1
2

None
Normal

0%
75%

Trace
1.0

Background
55

Contaminated 25%

0.8

15

Worlds - Physical - 209 -

StarCluster - Worlds - Physical


System

World

Marrow
Wazzup
Femur
Mexis
Mexis
Mike
Thibault
Laos
Laos I
Laos II
Laos III
Mike
Binky
Angela
Mink
Big Pink
Rinky-dink
Sink
Brinks
Tommulu
Stinker
Tommaru
Intomino
a'Tommutu'a
e'Tommintu'e
Kinky
Links
Thinker
Mombassa
Kise
Martofer
Aldofer
Rutrofer
Asdofer
Minde
Sontrafer
Emafer
Kudrofer
Atrafer
Sedrafer
Metrafer
Denifer
Modrufer
Pemafer

Orbit

Atmosphere Surface H2O Gravity

1
3

Contaminated 60%
Thin
10%

1.5
0.6

75
-45

Thin

40%

0.8

-5

3
4
4+1
4+5
4+6
4+7
4+8
4+10

Normal
Gas Giant
Trace
None
None
Contaminated
Thin
Thin

75%

0.8

50

0%
0%
0%
75%
40%
25%

0.4 Trace
Trace
0.8
1.0
0.4

25
Background
Background
50
50
-25

2
2+1
2+4
2+6
2+7
2+8
3
3+1
4
5
6
6+1
8

Gas Giant
Normal
Thin
Contaminated
Thin
Poisonous
Thin
None
Contaminated
Contaminated
Normal
Trace
Thin

75%
40%
40%
25%
40%
60%
0%
40%
60%
60%
10%
25%

2.0
0.4
0.6
0.6
1.0
0.6
Trace
1.0
1.0
1.5
Trace
0.4

140
15
40
40
115
55
Background
20
95
95
-5
35

Trace
Trace
Trace
0.6

BackgroundMo
Background
Background
10

Trace
0.4 Trace
Trace
1.0
1.0
Trace
0.8
Trace

Background
30
Background
Background
40
40
-35
40
Background

1
1+3
1+6
1+8
1+9
3
3+4
3+6
3+7
3+9
3+10
4
4+1
4+2
4+3

Gas Giant
None
0%
None
0%
None
0%
Thin
10%
Gas Giant
None
0%
Thin
25%
None
0%
None
0%
Normal
75%
Normal
60%
Trace
10%
Thin
60%
None
0%
Worlds - Physical - 210 -

Temperature

StarCluster - Worlds - Physical


System

World

Mother
Mother Belt
Myoto-Ga-Seke
Aberdeen
Mull
Mackinnon
Myoto-Ga-Seke
Tyrrik
Nigel
Sundiver
Nigel
Nigel I
Kumroda
Nigel III
Nigel IV
Oliphant
Okondi
Komimu/Oliphant
Kominere
Outback
Gunogu
Barugu
Lugat
Racket
Zumagu
Fulat
Uburat
Ghengis
Runat
Gunat
Punat
Oz
Emerald City
Blivit
Paracletus
Paramus
Paralyze
Paradox
u'Tommutulu'u
Paranoia
Parachute
Paracletus Belt

Orbit

Atmosphere Surface H2O Gravity

None

None

Trace

Background

1
1+1
1+3
2
2+1

Contaminated
Poisonous
Trace
Thin
Thin

60%
40%
10%
40%
25%

1.5
1
0.4
0.6
0.4

90
65
-10
35
10

1
4
4+6
4+7
4+9
4+10

Thin
Gas Giant
Contaminated
Thin
None
Normal

40

0.4

10

40%
40%
0%
60%

0.8
0.8
Trace
1.0

15
15
Background
90

2
3
3+3

Thin
Poisonous
Normal

25%
40%
40%

0.8
1.0
0.6

-35
30
55

2
3
3+1
3+2
4
4+1
4+4
4+5
4+7
4+9
4+10

Contaminated
Thick
None
None
Gas Giant
None
None
Contaminated
None
None
Normal

10%
75%
0%
0%

0.8
1
Trace
Trace

15
115
Background
Background

0%
0%
25%
0%
0%
75%

Trace
Trace
0.4
Trace
0.4
1

Background
Background
5
Background
5
80

1
1+1

Thin
Trace

10%
0%

0.6
Trace

20
Background

1
1+2
1+5
1+7
1+9
2
3

Gas Giant
None
Normal
None
Normal
Thin
None

0%
100%
10%
40%
10%
0%

Trace
1.0
0.4
0.8
0.6
Trace

Background
95
Background
45
10
Background

Worlds - Physical - 211 -

Temperature

StarCluster - Worlds - Physical


System

World

Orbit

Pearl
Pearl
4
Storch
4+2
Nykal
4+4
Beider
4+5
Beal
4+6
Steinwald
4+7
Tambal
4+9
Von Harmann
4+10
Phaedra
Phaedra Inner Belt
1
Phaedra Outer Belt
2
Moriarne
4
Phaedra
4+2
Spectra
6
Mantra
7
Squeeker
7+2
Electra
7+3
Plush
Faren
3
Satellite
3+1
Committed-to-the-Lord 3+3
Quad
Quad Belt
3
Quest
Conquest
1
Inquest
4
Question
4+2
Request
4+5
Quaestor
4+7
Quirk
Quirk Belt
2
Le Grande Orange
3
Kimit
3+2
Fells
3+5
Whit
3+6
Tarpon
3+7

Atmosphere Surface H2O Gravity

Temperature

Gas Giant
Thin
Trace
Thin
Normal
Thin
Contaminated
Thin

10%
40%
25%
60%
0%
40%
40%

0.4
0.4
0.8
1.5
0.4
1.0
0.6

-5
-5
20
45
Background
-5
20

None
None
Normal
Thin
Contaminated
Normal
None
Norm

0%
0%
75%
25%
25%
75%
0%
60%

Trace
Trace
1.0
0.6
0.8
2.0
Trace
0.8

Background
Background
55
15
40
85
Background
60

Normal
Trace
Normal

100%
10%
75%

1.0
0.4
0.8

100
Background
70

None

0%

Trace

Background

Trace
Gas Giant
None
None
Normal

25%

0.6

60

10%
0%
75%

0.4
Trace
0.8

Background
Background
90

0%

Trace

Background

10%
10%
0%
40%

0.4
0.6
Trace
0.6

-25
25
Background
25

None
Gas Giant
Trace
Contaminated
None
Normal

Worlds - Physical - 212 -

StarCluster - Worlds - Physical


System

World

Orbit

Atmosphere Surface H2O Gravity

Temperature

Raph
Raph
2
Ollie
2+1
Domag
2+2
Lola
2+3
Ken
2+4
Winkie
2+7
Sarge
2+9
Joe
2+10
Rooster
By-the-Grace-of-the-Lord 2
Brikton
2+3
Scope-Up
Lens
1
Mote
1+1
Sentry
Rumble
1
Bantry
1+1
Wyvern
1+3
Set
Murgu
1
Set
2
Shine
Pandolpho
1
Lumen
1+1
Excalibur
3
Stone
3+2
Shadow
3+3
Shio Zuchi
Surianiar
2
Marurien
2+1
Rurunarian
2+2
Kurisurien
2+5
Meniasuriar
2+10
The Hump
3
Hump I
3+1
Hump II
3+2
Mubrektuk
3+4
Bacall
3+6
Hump V
3+8
Bogie
3+10

Gas Giant
Normal
Thin
None
None
None
None
None

100%
10%
0%
0%
0%
0%
0%

0.8
0.4
Trace
Trace
Trace
Trace
Trace

45
-25
Background
Background
Background
Background
Background

Poisonous
Thin

75%
10%

0.4
Trace

40
Background

Contaminated 60%
Contaminated 15%

0.8
0.6

45
-5

Normal
Normal
Thick

60%
40%
60%

2.0
0.8
1.0

50
25
50

Trace
40%
Contaminated 75%

0.8
0.8

0
15

Poisonous
Thick
Thick
None
Trace

75%
60%
60%
0%
25%

1.5
1.0
1.0
Trace
0.6

80
105
65
Background
-30

40%
10%
100%
10%

0.6
Trace
1.0
Trace

40
-35
90
Background

0%
0%
25%
25%
0%
75%

Trace
Trace
0.6
0.4
Trace
1

Background
Background
5
5
Background
80

Gas Giant
Thin
Trace
Normal
Thin
Gas Giant
None
None
Thin
Contaminated
None
Normal

Worlds - Physical - 213 -

StarCluster - Worlds - Physical


System

World

Shore
Far Shore
Wavelet
Shyly
Shyly
Calumet
Doonan
i'Tommutilu'i
i'Tommulinu'i
Tommututu
i'Tommustu'i
Sister
Beauty
Singer
Harmony
Melody
Counterpoint
Talker
Monster
Fang
Skeet
Skeet
Shoot
Kwnin
Pigeon
Shot
Clay
Thrower
Skeet Belt
Sobe
Sobe
Tired
Lucky
Happy
Quiet
Serene

Orbit

Atmosphere Surface H2O Gravity

1
1+1

Normal
None

1
3+7
3+10
4
4+5
4+9
4+10

Gas Giant
Trace
None
Gas Giant
None
None
None

2
4
4+1
4+2
4+3
5
6
6+3

Temperature

75%
0%

1.0
Trace

35
Background

10%
0%

0.6
Trace

Background
Background

0%
0%
0%

Trace
Trace
Trace

Background
Background
Background

Normal
Normal
None
None
None
Normal
Poisonous
None

40%
75%
0%
0%
0%
40%
75%
0%

0.6
1.0
Trace
Trace
Trace
1.5
0.8
Trace

80
70
Background
Background
Background
95
95
Background

1
1+1
1+2
1+3
1+5
1+6
1+8
5

Gas Giant
Normal
Trace
Contaminated
None
Normal
None
None

100%
10%
25%
0%
40%
0%
0%

1.5
0.4
0.6
Trace
1.5
Trace
Trace

115
Background
65
Background
65
Background
Background

1
1+2
1+5
1+7
1+9
2

Gas Giant
Poisonous
None
Normal
Thin
Contaminated

40%
0%
75%
25%
25%

1.0
Trace
1.0
0.6
0.8

70
Background
70
45
0

Worlds - Physical - 214 -

StarCluster - Worlds - Physical


System

World

Sprite
Titania
Kamotomen
Faerie
Lomatikumen
Puck
Timpestaran
Rudunorunan
Rilistenarin
Falistumen
Lovaritan
Timetuvin
Malkuletin
Keminaritumen
Tovaratun
Laluprinan
Stalker
Stalker Belt
Suprise
Slus
Mickey's Birthday
Luku
Nuagu
Liberty
Zit
Nuwun
Glask
Svelte
Svelte Belt
Svelte
Etlevs
Tambour
Kithara
Pit
Tinstar
Tanugu
Tunrat
Dillon
Tode
Todey

Orbit

Atmosphere Surface H2O Gravity

1
1+1
1+6
1+8
1+9
2
2+2
2+3
3
3+1
3+2
3+3
4
4+1
4+2

Gas Giant
Trace
None
Thick
Trace
Normal
None
None
Normal
Poisonous
None
None
Contaminated
None
None

0%
0%
60%
0%
40%
0%
0%
75%
50%
0%
0%
60%
0%
0%

0.4
Trace
1.0
0.4
1.5
Trace
Trace
1.0
0.6
Trace
Trace
0.6
Trace
Trace

Background
Background
70
Background
35
Background
Background
100
50
Background
Background
50
Background
Background

None

0%

Trace

Background

2
2+1
2+2
2+3
3
3+1
3+2
3+3

Norm
Normal
None
None
Normal
None
Thin
Contaminated

60%
60%
0%
0%
75%
0%
0%
40%

1.0
0.8
Trace
Trace
1.0
Trace
Trace
0.6

55
5
Background
Background
45
Background
-30
-5

1
4
4+1

None
Thin
Trace

0%
40%
25%

Trace
0.6
0.6

Background
25
0

1
1+1

Contaminated 60%
None
0%

0.8
Trace

5
Background

1
1+2
3

Poisonous
60%
Contaminated 40%
Normal
40%

0.8
0.6
0.6

85
60
40

Thin

0.6

-5

10%

Worlds - Physical - 215 -

Temperature

StarCluster - Worlds - Physical


System

World

Tonto
Kimosabe
Komoku
Transfer
Maracaibo
Trefoil
Trefoil Alpha
Trefoil Beta
Trefoil Beta-one
Trefoil Beta-two
Trefoil Gamma
Trefoil Gamma-one
Victoria
Kaalimanere
Duboise
Honeycomb
Whitecap
Whitecap/Slualu
Wink
Munatik Belt
Zebra Belt/Urumit

Orbit

Atmosphere Surface H2O Gravity

2
2+3

None
None

60%
0%

Temperature

1.0
Trace

5
Background

Contaminated 75%

1.5

80

1
2
2+1
2+2
3
3+1

Poisonous
Thick
None
None
Normal
Thin

25%
100%
0%
0%
75%
25%

1.5
0.8
Trace
Trace
1.0
0.4

85
100
Background
Background
65
40

2
3
3+1

Normal
Thin
Trace

75%
10%
10%

1.5
0.8
0.6

90
5
-20

Normal

75%

1.0

75

4
2

None
None

0%
0%

Trace
Trace

Background
Background
Zebra

Worlds - Physical - 216 -

StarCluster - Worlds - Settlement


Settlement of the CLuster
The Cluster is politically and culturally dominated by the two great Diasporan confederations, SaVaHuTa and
The Diasporan Community, but there are many other political entities. Some are smaller than some cities. Others
span many worlds, and not all are human or humanoid. This section gives an overview of the Cluster, technologically, politically, and demographically. The descriptions, again, are to be interpreted by the GM for the specific
game involved. Any addition of World guides or System Guides is to be regarded as entirely optional.
Tech Level
This description is a numeric quantification of the overall ability of the world in question to maintain devices of
that Tech Level. The true tech level of the world will vary from place to place - very few woodsrunners on Burn
are able to maintain an A-Grav vehicle or a thought-controlled active plasteel hull - but the value given does indicate the general ability of that world. A description of X on Y indicates the existence of a lower tech level culture inhabiting and using the remains of a much higher tech level culture - for example 1 on 9 indicates a
neolithic culture inhabiting and using the remains of a culture able to wield anti-matter. This does not indicate
that the culture is able to understand or repair or create items of that level. The remains are viewed as magic.
Affiliation
This description shows the political affiliation of the world.
SaVaHuTa

The world is affiliated with the SaVaHuTa Association in some way.


Diasporan

The world is affiliated by the Diasporan Community in some way.


Thieves Guild

The World is affiliated with the Thieves Guild in some way.


Independent

The world is not affiliated with any government or association bound its own boundaries.
(Alien)

The world is affiliated with the alien species indicated - for example Tommu or Kup.
Gas Giant

The world is an uninhabited gas giant which may have small orbital stations of various affiliations orbiting.
Virgin

The world is officially uninhabited and unclaimed.


Mapped

The world is officially uninhabited and claimed by some other world for colonization.
Secret

The world is officially uninhabited, but secretly has some small settlement.
(X/Y)

The world is shared between two or more different political entities, X and Y, for example SaVaHuTa/
Tommu
Status
This description shows the type of settlement on the world.
Colonizer

This result indicates that the world is currently supporting at least one colony, and is otherwise a State.
State

This result indicates that the world is a fully independent advanced world.
Worlds - Settlement - 217 -

StarCluster - Worlds - Settlement


Colony

This result indicates that the world is presently being colonized.


Scientif. Colony

This result indicates that the world is presently in the control of another world, but is not being populated as a
colony would.
Hunting Planet

This result indicates that the world is being kept in an unsettled state for purposes of recreation.
Thieves World

This result indicates that the world allows any and all vices, trading, or other services, no matter how illegal or
immoral others may view them.
Protected

This result indicates that the world is currently regarded as under the protection of some other power, whether
or not the inhabitants approve or even know.
Backwards

This result indicates that the world is affiliated with an outside power, but is not technologically advanced
enough to join as a full member.
Primitive

This result indicates that the world has a tech level too low to contact directly, and is inhabited by an alien race
Prim Abandoned

This result indicates that the world has a tech level too low to contact directly, and is inhabited by Diasporan
Humans
Prim. on HT

This result indicates that the world is inhabited by a primitive culture which exists in the ruins of a culture with a
much higher tech level - whether alien or its own.
Base

This result indicates that the world is a small settlement dedicated to a specific secret purpose.
Joint Admin.

This result indicates that the world is administered by two extra-world powers.
Starport
This description is an indicator of the space-trading facilities of the planet. It is always A, B, C, or D
Government
This description gives a general overview of the type of government controlling this world. This gives no moral
or ethical judgement as to the niceness of that government. For instance, Mickeys Birthday is a benevolent Dictatorship, while Cry in the Dark is a repressive Representative Democracy. A description of Splintered means
that the world is divided between several rival governments.
Population
This description is the official population figure for the world, except in the case of Secret Bases, which give the
actual population. The actual population may vary.
Remarks
This description points out important facts about the world - whether it is a colony or former colony, and which
wold it was colonized from if not the Earth, If it has colonies itself and their names, if it is the Homeworld of a
Humanoid species (i.e. Sastra, Vantor, or Tagris.)

Worlds - Settlement - 218 -

StarCluster - Worlds - Settlement


World Name

TL

Allez-Oop
Laminarines
10
Angelica
0
Allez-Oop
10
Tarzan
10
Moth
0
Ulumalarines
10
Hoboken
10
Colony: Arc
Flutterby
0
Whippet
0
Altos
Altos
9
Colony of Hytek
Moon (of Altos)
0
Anson
Ring Belt
0
Jalan
4
Luma
?
Wide Belt
10
Cap
0
Stan
0
Tain
10
Ture
0
Acitor
0
Arc
Arc
8
Colony of Hoboken
Tic
10
Artemis
Artemis
10
Former Colony of Ergo Sum
Turagu
10
Minat
0
Surat
0
Aztec
Icarus Belt
0
Retron
5
Bailiff
2
Quantum
0
Aztec
9
Colony of Hytek

Affiliation

Status

Starport

Government POPULATION

Uramkup
Gas Giant
SaVaHuTa
Diasporan
Virgin
Uramkup
SaVaHuTa

State

Dictatorship

State
State

D
D

Technocracy 215000000
Rep. Democracy 2300000000

Colonizer
Colonizer

D
D

Part. Democracy 2600000000


Bureaucracy 2600000000

Colony

Secluded Patriarch 3500000

A
A
C

Splintered
1000000000
Secret Research 100
Socio. Research 5000

Psionics Research 9000

Secluded Patriarch 1900000000

200000000

Mapped
Virgin
SaVaHuTa
Virgin
Mapped
Alien/Diaspora Protected
Secret
Base
SaVaHuTa
Scient. Colony
Gas Giant
Mapped
SaVaHuTa
Scient. Colony
Mapped
Mapped
SaVaHuTa

Colony

SaVaHuTa

Hunting Planet B

Game Warden 48

SaVaHuTa

State

Technocracy

1000000000

Tumuran
Virgin
Virgin

Colonizer

Dictatorship

800000000

Backward
Protected

A
A

Splintered
100000000
Xenoscientists 350000000

Colony

Commission

Virgin
Diasporan
Diasporan
Virgin
SaVaHuTa

Worlds - Settlement - 219 -

6000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Berlin
Luagu
8
Guaru
Colony
Bremen
8
SaVaHuTa
Colony
Colony of Mickey's Birthday
Sluwun
9
Guaru
Colony
Guas
0
Virgin
Cologne
9
Diasporan
State
Deutchland
0
Gas Giant
Frankfort
0
Virgin
Bonn
9
SaVaHuTa
Colony
Colony of Mickey's Birthday
Koenigsburg
10
SaVaHuTa
Scient. Colony
Pulus
8
Guaru
Colony
Berlin
8
SaVaHuTa
State
Former Colony of Mickey's Birthday
Munich
9
SaVaHuTa
Colonizer
Colony: Mainz. Former Colony of Mickey's Birthday
Hamburg
0
Virgin
Mainz
9
SaVaHuTa
Colony
Colony of Munich
Bolo
Zhishi/Polo
1
Gulufai/Indep. Primitive
Bolo
0
Gas Giant
Castor
8
SaVaHuTa
Colonizer
Colony: Flyer. Former Colony of Faren
Pollux
10
SaVaHuTa
Colonizer
Colony: Ante Up. Former Colony of Faren.
Marco
0
Virgin
Holo
?
Secret
Base
Boondocks
Hooterville
9
SaVaHuTa
State
Boondocks Belt
?
Secret
Base
Brass
Tamana
10
SaVaHuTa
Colonizer
Colony: Coil. Homeworld of the Sastra
Vaelue
7
Vaelan
Backward
Tar
3
Taran
Primitive
Darike
10
Kolusien
Colonizer
Bullet
Bullet
0
Virgin
Cartridge
0
Virgin

Starport

Government POPULATION

C
C

Priest Caste 7600000


Scientific Caste 1500000

Stockholder

6000000

Theocracy

2000000

Commission

8200000

C
C
D

Bureaucracy 8000
Scientific Caste 14000000
Oligarchy
986000000

Technocracy

Military Admin 9600000

Feudal

4000000

Technocracy

1000000000

Technocracy

1000000000

Religious Retreat 68

D
A

Rep. Democracy 2600000000


Precious Metals84

Gerontocracy 710000000

A
A
D

Scientific Caste 100000000


Techno-Feudal 55000000
Technocracy 650000000

Worlds - Settlement - 220 -

903000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Burn
Burn
10
SaVaHuTa
Colony
Colony of Katamaran
Baby
0
Virgin
Carnelian
Sygnett
10
SaVaHuTa
Colony
Colony of Svelte
Plustpon
3
Plusti
Primitive
Cloister
Dimmenelemen
10
Tumentamenata Colony
Kuminekemem
10
Tumentamenata Colonizer
Lux
0
Virgin
Fraternalia
10
SaVaHuTa
Colonizer
Colony: Roger. Former Colony of Adma
Clovis
Teumatimon
10
Tappi
Colonizer
Tappana
10
Tappi
Colony
Clothilde
0
Gas Giant
Dagobert
9
Diasporan
Colonizer
Colony: Merovus
Merovus
9
Diasporan
Colony
Colony of Dagobert
Childeric
7
Diasporan
Backward
Lothar
9
SaVaHuTa
Colony
Colony of Sigebert
Sigebert
9
SaVaHuTa
Colonizer
Colony: Lothar. Former Colony of Fortinbras
Cogito
Fallow
0
Mapped
Ven Dosh Apt
10
Ven Der Opt Colonizer
Darien
7
SaVaHuTa
Backward
Quer Shuk Apt
7
Ven Der Opt Backward
Amb Ost Apt
0
Virgin
Coil
8
SaVaHuTa
Colony
Colony of Tamana
Meer Trav Apt
0
Gas Giant
Staft Ost Apt
0
Mapped
Remb Ost Apt
0
Virgin
Shrike
5
SaVaHuTa
Backward
Ergo Sum
10
SaVaHuTa
Colonizer
Colony: Heavy

Starport

Government POPULATION

Military Admin 6400000

Bureaucracy

Inherited Nobility5000000

C
D

Gov/Comm. 10000000
Plutocracy
75000000

Theocracy

520000000

D
C

Technocracy
Bureaucracy

400000000
3000000

Monarchy

400000000

Viceroy

3000000

A
C

Technocracy 1000000000
Military Admin 70000000

Dictatorship

700000000

D
A
A

Dictatorship
Bureaucracy
Priest Caste

1000000000
250000000
7000000

Patriarchy

375000

A
D

Bureaucracy
Plutocracy

53000000
2000000000

Worlds - Settlement - 221 -

1600000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Cork
Floater
8
SaVaHuTa
Colony
C
Colony of Cork
Moat
?
Secret
Base
A
Stoat
3
Diasporan
Protected
A
Boater
10
Thieve's Guild Thieve's World B
Cork
8
SaVaHuTa
Colonizer
D
Colony: Floater
Gubruba
1
Gubruba
Protected
A
Cry in the Dark
Friday 13th
0
Virgin
Dark Belt
0
Mapped
Bantu
0
Gas Giant
Bantu One
0
Virgin
Runalduren
10
Uramkup
Scient. Colony C
Bantu Three
0
Virgin
Bantu Four
0
Virgin
Cry in the Dark
9
Diasporan
State
D
Dancer
Darter
8
Thieve's Guild Thieve's World B
Dasher
?
Secret
Base
A
Kaalimurare
10
Uramkup
State
D
Dancer
10
SaVaHuTa
State
D
Former Colony of Adma
Prancer
7
Diasporan
Backward
A
Runner
0
Virgin
Splasher
8
SaVaHuTa
Protected
A
Dandy
Zerubul
0
Gas Giant
Jehosephat
3
Siarique
Primitive
A
Pinta
0
Virgin
Nina
0
Virgin
Santa Maria
8
Diasporan
State
D
Kertu-Luku/Dandelion 10
SaV/Kertu-Drua Joint Admin D
Dibble
0
Gas Giant
Carpathia
3
Diasporan
Protected
A
Melonball
0
Virgin
Mothball
0
Virgin
Kertu-Duturak
10
Kertu-Drua State
D
Dundee
10
SaVaHuTa
Colonizer
D
Colony: Wazzup. Former Colony of Mickeys Birthday

Worlds - Settlement - 222 -

Government POPULATION

Secluded Patriarch 5400000


Illegal Research 50
Council of Nobles220
Thieve's Guild 1000000
Patriarchy
2600000000
Barbarism

772

Mining Company 8000


Rep. Democracy 457000000
Thieve's Guild 520000
Pirate Base
53
Part. Democracy 1800000000
Rep. Democracy 511000000
Inherited Nobility400000000
Game Warden 860

Inherited Nobility 1000


Monarchy
Viceroy

210000000
3000000000

Frontier Sheriff 1000


Monarchy
Plutocracy

1500000000
1000000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Darwin
Darwin
10
SaVaHuTa
Colony
Colony of Doublet
Erasmus
10
Independent State
Dino
u'Tommutur'u
10
Tommu
Scient. Colony
Dodger
Lupristimen
8
Tumentamenata Colony
Roger
10
SaVaHuTa
Colony
Colony of Fraternalia
Domino
Domino
0
Gas Giant
Kuprut
3
Kup
Primitive
Mangler
0
Virgin
Melianiene
8
Kolusien
Colony
Junker
0
Virgin
Dominatus
10
SaVaHuTa
Colonizer
Colony: Shearwater
Don
Ven dan Oor
8
Ven der Opt Colony
Don't Go Out At Night
Vault
3
SaVaHuTa
Protected
Mariner
3 on 9 Independent Prim on HT
Bernard
0
Virgin
Dorman's Planet
10
SaVaHuTa
Colony
Colony of Greylock
Calder
9
SaVaHuTa
State
Mabrionere
10
Ronaure
Colony
Qubretragre
0
Virgin
Dortmund
Tebe
0
Gas Giant
Terefer
10
Formenai
Colonizer
Marafer
0
Virgin
Missafer
0
Virgin
Rudafer
10
Formenai
Scient. Colony
Manifer
9
Formenai
State
Doublet
Doublet
10
SaVaHuTa
Colonizer
Colonies: Darwin, Pyramid. Former Colony of Hoboken
Inlet
0
Virgin
Islet
0
Virgin
Outlet
0
Virgin

Starport

Government POPULATION

Stockholder

7000000

Monarchy

540000000

Testing Company 1500

C
C

Viceroy
Commission

9000000
9000000

Barbarism

3000000

Priest Caste

7000000

Monarchy

2800000000

Military Admin 15000000

A
C

Ranger
Splintered

650
6000000

Viceroy

6500000

D
C

Bureaucracy
Viceroy

1500000000
2000000

Rep. Democracy2800000000

C
D

Ma nu fact. Co. 3500


Technocracy 2000000000

Rep. Democracy 1700000000

Worlds - Settlement - 223 -

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Ember
Cinderella
7
SaVaHuTa
Backward
A
Flame
8
SaVaHuTa
State
D
Former Colony of Adma
Pemelarulen
10
Uramkup
Colony
C
Fido
Umuriar
10
Kolusien
Hunting Planet B
Rumiviran
10
Kolusien
State
D
Five Fingers
Stammer
10
SaVaHuTa
Colonizer
D
Morningstar
10
Diasporan
State
D
Morningstar is the capital of the Diasporan Community
Evandalle
?
Secret
Base
A
Lilbit
0
Virgin
Tyny
0
Virgin
Tweedledee
10
SaVaHuTa
Colonizer
D
Colonies: Spectra, Elector
Tweedledum
10
Independent State
D
Pooh
0
Virgin
Roderiarte
0
Virgin
Bariporasti
0
Virgin
Rontiure
10
Ronaure
State
D
Flyer
Flyer
8
SaVaHuTa
Colony
C
Colony of Castor
Forget
Me Not
0
Virgin

Worlds - Settlement - 224 -

Government POPULATION

Splintered
355000000
Part. Democracy 85000000
Stockholder

3600000

Governor
Plutocracy

70
950000000

Theocracy
Patriarchy

125000000
1600000000

Religious Retreat 99
Gerontocracy 2700000000
Matriarchy

2000000000

Plutocracy

1500000000

Commission

9000000

StarCluster - Worlds - Settlement


World Name

TL

Fox
Misty
0
Hamblin
2
Tommululu
9
Overide
1
Farquahar
0
Novitiate
0
Lypo'Kan'narek
5
Big Blue Marble
0
Little Joe
?
Mandrake
?
Ballpeen
0
Kimest
4
New North Jersey
10
Gondolin
0
High Towers
8
Gordy
0
Tommusesu
9
Cueball
0
e'Tommulosu'e
8
Lucknow/e'Tommutesue 9
Hiram
0
Treasure Island
?
Marvelloso
9
Colony of Tarpon
Gloria
Chariot
5
Fiske
9
Colony: Gould
Glorianna
10
Colonies: Windsor, Grizelda
Myron
0
Donnar
0
Warren
10
Gazebo
0
Twyne
3
Skrit
8
Windsor
8
Colony of Glorianna
Gould
8
Colony of Fiske
Stareve
1 on 9
Skeen
8
Ban
0

Affiliation

Gas Giant
Independent
Tommu
Diasporan
Virgin
Virgin
Lype
Gas Giant
Secret
Secret
Virgin
Kimesti
SaVaHuTa
Virgin
Diasporan
Virgin
Tommu
Gas Giant
Tommu
SaV/Tommu
Virgin
Secret
SaVaHuTa

Status

Starport

Government POPULATION

Prim Abandoned A
Colony
C
Protected
A

Priest-King
2000000
Commission 8000000
Archeol. Council 1000

Backward

Inherited Nobility 930000000

Base
Base

A
A

Insane Asylum 12
Secret Research 97

Protected
State

A
D

Ranger
Dictatorship

State

Paticip. Democracy1500000000

Colony

Military Admin 1500000

State
Joint Admin

D
D

Theocracy
Splintered

Base
Colony

A
C

Survival Training 62
Scientific Caste 95000000

Independent
SaVaHuTa

Backward
Colonizer

A
D

Splintered
Plutocracy

967000000
31000000

SaVaHuTa

Colonizer

Monarchy

1300000000

State

Geriarchy

240000000

Mapped
Gas Giant
Independent
Virgin
Independent
Kiskit
SaVaHuTa

830
1100000000

2800000000
50000000

Prim AbandonedA
Colony
C
Colony
C

Techno-Feudal 6000
Governor
7000000
Viceroy
5000000

SaVaHuTa

Colony

Stockholder

Independent
Kiskit
Virgin

Prim on HT
State

A
D

Techno-Feudal 8000000
Rep. Democracy 345000000

Worlds - Settlement - 225 -

5000000

StarCluster - Worlds - Settlement


World Name

Grizelda
Grizelda
Colony of Glorianna
Zelda
Hagia
Mecca
Dalana
Kumai
Medina
Qum
Harlech
Dangerous
Rodin
Colony of Thinker
Harlech
Chmee
Tommurodu
Harpy
Harpy
Mister
Hebe
Hebe-Jebe
Hero
Tuagit
Hero
Hero I
Hero II
Hero III
Hero IV
Hero V
Hero VI
Hero VII
Hop
Hopkins
Howler
Howler Boyo
Tag
Colony of Thinker
Manomet
Ferment
The Slip
Deereenee

TL

Affiliation

Status

Starport

Government POPULATION

SaVaHuTa

Colony

Viceroy

Virgin

0
7
?
0
0

Virgin
Diasporan
Secret
Mapped
Virgin

Backward
Base

A
A

Splintered
1000000000
Private Army 100

10
9

SaVaHuTa
SaVaHuTa

Hunting Planet B
Colony
C

Appntd Marshall 73
Scientific Caste 2700000

0
0
10

Gas Giant
Virgin
Tommu

Colony

Governor

10
8

Diasporan
SaVaHuTa

State
D
Scient. Colony C

Technocracy 2600000000
Testing Company 9000

10

Diasporan

State

Patriarchy

745000000

10
0
0
0
0
0
0
8
8

Guaru
Gas Giant
Virgin
Virgin
Virgin
Virgin
Virgin
Diasporan
SaVaHuTa

Colonizer

Plutocracy

718000000

State
State

D
D

Dictatorship 1500000000
Rep. Democracy 820000000

SaVaHuTa

Backward

Splintered

0
9

Gas Giant
SaVaHuTa

Colony

Scientific Caste 1500000

0
0
10
6

Virgin
Virgin
Thieve's Guild Thieve's World B
Gohagan
Backward
A

Worlds - Settlement - 226 -

60000000

8500000

950000000

Thieve's Guild 900000


Splintered
1000000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Imhotep
Durandaluren
9
Uramkup
Colony
C
Runduluan
0
Virgin
Pyramid
9
SaVaHuTa
Colony
C
Colony of Doublet
Imhotep
10
SaVaHuTa
State
D
Spike
0
Virgin
Impasse
Impasse
10
SaVaHuTa
Colony
C
Colony of Dillon
Rabien
10
Kolusien
Hunting Planet B
Infortis
Fortinbras
10
SaVaHuTa
Colonizer
D
Colony: Emerald City
Bras D'Or
9
Diasporan
State
D
Iolanda
Deathbane
10
SaVaHuTa
Hunting Planet B
Hytek
10
SaVaHuTa
Colonizer
D
Colonies: Altos, Aztec
Greylock
10
SaVaHuTa
Colonizer
D
Colony: Dorman's Planet
Ruyuimaak
10
Uramkup
Colonizer
D
Iris
Cider
0
Virgin
Adma
10
SaVaHuTa
Colonizer
D
Colonies: Parachute, Puck. Homeworld of the Tagris
Flan
9
Diasporan
State
D
Miriam
0
Virgin
Isis
Pungu
9
Tumuran
Scient. Colony C
Jack
Storn
8
SaVaHuTa
Colony
C
Colony of Faren
Kwry
8
Kiskit
State
D
Juju
Shearwater
9
SaVaHuTa
Colony
C
Colony of Dominatus
Meager
9
Thieve's Guild Thieve's World B
Uramkutipte
9
Uramkup
State
D

Worlds - Settlement - 227 -

Government POPULATION

Military Admin 5400000


Viceroy

1200000

Technocracy

401000000

Gov.-Comm. 2500000
Ranger Biologist 57
Bureaucracy

3000000000

Theocracy

2800000000

Forest Ranger 20
Oligarchy
2000000000
Oligarchy

2000000000

Part. Democracy 1800000000

Patriarchy

2700000000

Technocracy

3000000000

Precious Metals 2000


Technocracy

5000000

Theocracy

1500000000

Military Admin 5500000


Thieve's World 65000
Dictatorship 1300000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Katmandu
Katmandu
9
Diasporan
State
D
Kertu-Iktur
10
Kertu-Drua State
D
Kataninetails
9
Independent State
D
Katapult
0
Virgin
Kertu-Utruk
10
Kertu-Drua State
D
Katamaran
10
SaVaHuTa
Colonizer
D
Colonies: Burn
Kingdom
e'Tommutimo'e
10
Tommu
State
D
Tommuturo
8
Tommu
Colony
C
Crimson King
0
Gas Giant
King Cole
0
Virgin
King Arthur
0
Virgin
King Cobra
0
Virgin
King George
0
Virgin
King Edward
0
Virgin
King Richard
0
Mapped
Ki-Rin
Ki-Rin
9
SaVaHuTa
Colonizer
D
Colony: Isis. Former Colony of Fiske
Singlet
0
Virgin
Triplet
?
Secret
Base
A
Lamia
Dagrabbit
3
Ind/Dagger/Dagr Primitive A
Dinko
1
Independent Prim. AbandonedA
Landing
Vulture
9
SaVaHuTa
Colony
C
Colony of Stammer
Kutomang
8
Diasporan
State
D
Laude
Anima
0
Mapped
Laurel
Coronet
0
Gas Giant
Wheeler
8
Thieve's Guild Thieve's World B
Diamond
0
Virgin
Laurel
10
Diasporan
State
D
Riser
0
Virgin
Storm
0
Virgin
Siene
0
Virgin
Punat
0
Virgin
Isis
9
SaVaHuTa
Colony
C
Colony of Ki-Rin
Worlds - Settlement - 228 -

Government POPULATION

Bureaucracy
Oligarchy
Plutocracy

2800000000
467000000
571000000

Dictatorship
Bureaucracy

785000000
1900000000

Monarchy
600000000
Scientific Caste 150000

Gerontocracy 1800000000
Family Retreat 83
Splintered
Barbarism

9400000
1200000

Priest Caste

8000000

Monarchy

55000000

Thieve's World 800000


Monarchy

2000000000

Techno.c Council8000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Leda
Sastrakal
10
SaVaHuTa
Former Colony of Tamana
Vantornom
10
SaVaHuTa
Former Colony of Faren
Companion
0
Mapped
Humanworld
10
SaVaHuTa
Tagrisdomo
10
SaVaHuTa
Former Colony of Adma
Leo
Leo Belt
10
Thieve's Guild
Leviathan
Blue Belt
0
Virgin
Moby Dick
0
Virgin
Finback
0
Virgin
Monstro
0
Virgin
Ishmael
7
SaVaHuTa
Shamu
0
Virgin
Ahab
10
Thieve's Guild
Lift
Maakiure
10
Uramkup
Maanierane
0
Virgin
Muluraniene
0
Gas Giant
Duel
8
SaVaHuTa
Colony of Kramer
Kramer
8
SaVaHuTa
Colony: Duel. Former Colony of Dominatus
Marvel
10
Diasporan
Stopper
0
Virgin
Plug Ugly
0
Virgin
Rumurien
9
Kolusien

Status

Starport

Government POPULATION

State

Sastra Council 2100000000

State

Vantor Council 3000000000

State
State

D
D

Human Council 2700000000


Tagris Council 2900000000

Thieve's World B

Thieve's Guild 600000

Backward

Monarchy

830000000

Thieve's World B

Thieve's Guild 600000

Colonizer

Bureaucracy

Colony

Mother/Council 4000000

Colonizer

Technocracy

State

Rep. Democracy 265000000

Colony

Bureaucracy

Worlds - Settlement - 229 -

2600000000

1300000000

3000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Lookout
Heavy
10
SaVaHuTa
Colony of Ergo Sum
Tyne
0
Virgin
Nieustadt
10
SaVaHuTa
Former Colony of Betsy
Kuvelek
7
Kuvele
Number
10
SaVaHuTa
Hoyt
0
Virgin
Carmel
0
Gas Giant
Alan
0
Virgin
Betsy
10
SaVaHuTa
Former Colony of Ergo Sum
Carl
0
Virgin
David
3
Independent
Elizabeth
0
Virgin
Felicia
0
Virgin
Loop
Loup Garou
9
SaVaHuTa
Colony of Loop
Loopette
0
Mapped
Skip to My Loop
9
SaVaHuTa
Kertu-Daturak
10
Kertu-Drua
Loop de Loop
9
SaVaHuTa
Colony of Loop
Loop
10
SaVaHuTa
Colonies: Loup Garou, Loop de Loop, Lupus
Lupus
9
SaVaHuTa
Colony of Loop
Loopy
0
Mapped
Lope
Ante
0
Gas Giant
Ante I
0
Virgin
Ante II
0
Virgin
Ante Up
8
SaVaHuTa
Colony of Pollux
Cante
0
Gas Giant
Cante I
0
Virgin
Cante II
0
Virgin
Cante III
0
Virgin
Cante IV
0
Virgin
Cante V
0
Virgin
Tunkstikul
6
Chagamem
Cantelever
?
Secret

Status

Starport

Government POPULATION

Colony

Viceroy

7000000

State

Technocracy

111000000

Backward
Protected

A
A

Monarchy
Judge

367000000
277

State

Monarchy

2500000000

Prim Abandoned A

Theomonarchy 147000000

Colony

Scientific Caste 2800000

Scient. Colony C
State
D
Colony
C

Scientific Caste8000000
Oligarchy
2500000000
Scientific Caste 8000000

Colonizer

Technocracy

860000000

Colony

Stockholder

5000000

Colony

Commission

11000000

Backward
Base

A
A

Agri. Nobility 600000000


Survival Training 48

Worlds - Settlement - 230 -

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Los Ninos
Ruprudek
10
Uramkup
Colonizer
D
Kamopa
0
Virgin
Rukurope
6
SaVaHuTa
Backward
A
Kadumopa
0
Virgin
La Madre
0
Gas Giant
Pedro
0
Mapped
Juano
0
Virgin
Manolito
9
Diasporan
State
D
Linda
0
Virgin
Carmelita
10
SaVaHuTa
Colonizer
D
Colonies: Nigel IV, Monster. Former Colony of Dominatus
Kudropa
10
Uramkup
Colony
C
Louver
Louver
0
Gas Giant
Lever
7
Independent Backward
A
Liver
2
Diasporan
Protected
A
Lifter
9
Diasporan
Colony
C
Colony of Lofter
Lofter
9
Diasporan
Colonizer
D
Colony: Lifter
Laugher
9
SaVaHuTa
Colonizer
D
Colony: Laver
Laver
9
SaVaHuTa
Colony
C
Colony of Laugher
Lover
10
Diasporan
State
D
Lucifer
Lucifer
10
Thieve's Guild Thieve's World B
Etruns
10
Etvar
State
D
Glip
0
Virgin
Mahdi
Etcleks
10
Etvar
State
D
Green Acres
10
Independent State
D
Former Colony of Quaestor
Mako
Mako
0
Mapped
Marrow
Wazzup
8
SaVaHuTa
Colony
C
Colony of Dundee
Femur
2
SaVaHuTa
Protected
A
Mexis
Mexis
4
Tundene
Protected
A
Worlds - Settlement - 231 -

Government POPULATION

Technocracy

2600000000

Ranger Socio. 137000000

Part. Democracy 2500000000


Dictatorship

1700000000

Scientific Caste 4000000

Caste System 600000000


Xeno-Scientist 556
Military Admin 70000000
Dictatorship

3000000000

Oligarchy

2100000000

Gov.-Comm. 1000000
Part. Democracy 3000000000
Thieve's Guild 25000000
Gerontocracy 100000000

Rep. Democracy 2000000000


Gerontocracy 500000000

Governor

2500000

Ranger-Soc.

421

Forest Ranger 649

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Government POPULATION

Secret

Base

Religious Retreat 67

Mapped

Gas Giant

0
0
0
9

Virgin
Virgin
Virgin
Diasporan

Colonizer

Rep. Democracy 1200000000

5
9

Diasporan
Diasporan

Backward
Colony

A
C

Splintered
Governor

0
8

Gas Giant
SaVaHuTa

Colony

Military Admin 10000000

2
9

SaVaHuTa
SaVaHuTa

Protected
Colonizer

A
D

Prison
432
Rep. Democracy 2000000000

8
7
9
0
10
10
10
0
10

Tommu
SaVaHuTa
Tommu
Virgin
Tommu
Tommu
Thieve's Guild
Mapped
SaVaHuTa

Colony
C
Hunting Planet B
Colony
C

Priest Caste 3700000


Ranger-Biologists 62
Commission 9800000

Colonizer
D
State
D
Thieve's World B

Oligarchy
3000000000
Theocracy
2700000000
Thieve's Guild 950000

Colonizer

Technocracy

Mombassa
Kise
Martofer
Aldofer
Rutrofer
Asdofer

0
0
0
10
8

Gas Giant
Virgin
Virgin
Formenai
Formenai

Minde

Gas Giant

Sontrafer
Emafer
Kudrofer
Atrafer
Sedrafer
Metrafer
Denifer
Modrufer
Pemafer

0
7
0
0
10
10
0
10
0

Virgin
Formenai
Backward
A
Virgin
Virgin
Formenai
Colonizer
D
Formenai
Colony
C
Virgin
Formenai
State
D
Virgin
Worlds - Settlement - 232 -

Mother
Mother Belt
Mike
Thibault
Laos

Laos I
Laos II
Laos III
Mike
Colony: Angela

Binky
Angela

1000000000
10000000

Colony of Mike

Mink
Big Pink
Rinky-dink
Colony of Brinks
Sink
Brinks
Colony: Rinky Dink

Tommulu
Stinker
Tommaru
Intomino
a'Tommutu'a
e'Tommintu'e
Kinky
Links
Thinker

3000000000

Colonies: Tag, Rodin

Scient. Colony C
State
D

Trading Company 2500


Rep. Democracy 2500000000
Part. Democracy 11000000
Part. Democracy 2800000000
Gov.-Council 50000000
Rep. Democracy 2300000000

StarCluster - Worlds - Settlement


World Name

Myoto-Ga-Seke
Aberdeen
Mull
Mackinnon
Myoto-Ga-Seke
Tyrrik
Nigel
Sundiver
Nigel
Nigel I
Kumroda
Nigel III
Nigel IV
Colony of Carmelita
Oliphant
Okondi
Komimu/Oliphant
Kominere
Outback
Gunogu
Barugu
Lugat
Racket
Zumagu
Fulat
Uburat
Ghengis
Runat
Gunat
Punat
Oz
Emerald City
Colony of Fortinbras
Blivit
Paracletus
Paramus
Paralyze
Paradox
u'Tommutulu'u
Paranoia
Parachute
Colony of Adma
Paracletus Belt

TL

Affiliation

Status

Starport

Government POPULATION

7
0
0
9
10

SaVaHuTa
Virgin
Virgin
SaVaHuTa
Kiskit

Backward

Plutocracy

700000000

State
Colonizer

D
D

Monarchy
Dictatorship

350000000
1500000000

7
0
9
9
0
9

Independent
Gas Giant
SaVaHuTa
Uramkup
Virgin
SaVaHuTa

Backward

Splintered

850000000

State
Colony

D
C

Technocracy 1500000000
Military Admin 8700000

Colony

Scientific Caste 4100000

?
8
8

Secret
Base
A
SaV/Ronaure Joint Admin D
Ronaure
Hunting Planet B

9
Tumuran
9
Tumuran
0
Virgin
9
Thieve's Guild
0
Gas Giant
0
Virgin
0
Virgin
3 on 10 Independent
0
Virgin
10
Tumuran
10
Tumuran

State
Colony

SaVaHuTa

Virgin

0
0
6
9
0
10

Gas Giant
Virgin
Diasporan
Tommu
Mapped
SaVaHuTa

Virgin

D
C

Hunting Preserve 75
Secluded Patriarch1500000000
Forest Ranger 32
Bureaucracy
Governor

1500000000
7000000

Thieve's World B

Thieves Guild 180000

Prim on HT

Splintered

9000000

State
Colonizer

D
D

Patriarchy
Technocracy

2000000000
3000000000

Colony

Governor

70000

Backward
A
Hunting Planet B

Agri. Nobilit
Judge

900000000
39

Colony

Council of Elders 10000000

Worlds - Settlement - 233 -

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Pearl
Pearl
0
Gas Giant
Storch
10
Thieve's Guild Thieve's World B
Nykal
5
Nyke
Backward
A
Beider
10
Independent State
D
Beal
10
Kiskit
Colonizer
D
Steinwald
0
Mapped
Tambal
7
Tambo
Backward
A
Von Harmann
0
Mapped
Phaedra
Phaedra Inner Belt
0
Virgin
Phaedra Outer Belt
0
Virgin
Moriarne
9
Ronaure
State
D
Phaedra
10
Independent State
D
Spectra
9
SaVaHuTa
Colony
C
Colony of Tweedledee
Mantra
8
Thieve's Guild Thieve's World B
Squeeker
0
Virgin
Electra
8
SaVaHuTa
Colony
C
Colony of Tweedledee
Plush
Faren
10
SaVaHuTa
Colonizer
D
Colonies: Storn, Trefoil Gamma, Singer. Homeworld of the Vantor
Satellite
0
Virgin
Committed-to-the-Lord 10
Diasporan
Colonizer
D
Colony: By-the-Grace-of-the-Lord
Quad
Quad Belt
10
Thieve's Guild Thieve's World B
Quest
Conquest
0
Virgin
Inquest
0
Gas Giant
Question
0
Virgin
Request
0
Virgin
Quaestor
10
SaVaHuTa
State
D
Quirk
Quirk Belt
0
Virgin
Le Grande Orange
0
Gas Giant
Kimit
2
Stave'nuk
Primitive
A
Fells
2
Independent Prim. AbandonedA
Whit
0
Virgin
Tarpon
10
SaVaHuTa
Colonizer
D

Worlds - Settlement - 234 -

Government POPULATION

Thieve's Guild 125000


Inherited Nobil. 750000000
Monarchy
2000000000
Bureaucracy 67000000
Splintered

450000000

Monarchy
Technocracy
Priest Caste

1700000000
2000000000
6500000

Thieve's Guild 850000


Stockholder

9000000

Oligarchy

700000000

Theocracy

1000000000

Thieve's Guild 150000

Dictatorship

2600000000

Splintered
Military

5100000
3700000

Part. Democracy 1100000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Raph
Raph
0
Gas Giant
Ollie
0
Virgin
Domag
6
Domani
Lola
3 on 10 Independent
Ken
0
Virgin
Winkie
0
Virgin
Sarge
0
Virgin
Joe
0
Virgin
Rooster
By-the-Grace-of-the-Lord 8 Diasporan
Colony of Committed-to-the-Lord
Brikton
2
Independent
Scope-Up
Lens
10
Thieve's Guild
Mote
?
Secret
Sentry
Rumble
0
Virgin
Bantry
10
SaVaHuTa
Wyvern
10
Diasporan
Set
Murgu
10
Tumuran
Set
10
SaVaHuTa
Shine
Pandolpho
3 on 10 Independent
Lumen
9
Diasporan
Excalibur
6
Diasporan
Stone
0
Virgin
Shadow
10
Thieve's Guild

Status

Starport

Government POPULATION

Backward
A
Prim. on HT A

Splintered
Feudal

Colony

Council of Elders 5500000

80000000
150000000

Prim Abandoned A

Council of Nobles6000000

Thieve's World B
Base
A

Thieve's Guild 30000


Smuggling
100

Scient. Colony C
State
D

Conglomerate 6000
Monarchy
1700000000

Colonizer
State

D
D

Dictatorship
Patriarchy

2000000000
1500000000

Prim on HT
State
Backward

C
D
A

Pontificate
Monarchy
Splintered

3000000
1800000000
630000000

Thieve's World B

Worlds - Settlement - 235 -

Thieve's Guild 1000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Shio Zuchi
Surianiar
Marurien
Rurunarian
Kurisurien
Meniasuriar

Status

Starport

Government POPULATION

0
10
0
9
0

Gas Giant
Kolusien
Virgin
Kolusien
Virgin

Colonizer

Plutocracy

1500000000

Colony

Viceroy

6000000

The Hump

Gas Giant

Hump I
Hump II
Mubrektuk
Bacall

0
0
6
8

Virgin
Virgin
Mubrek
SaVaHuTa

Backward
Colony

A
C

Techno-Feudal 600000000
Bureaucracy 5500000

0
8

Virgin
SaVaHuTa

Colonizer

Matriarchy

2700000000

State

Bureaucracy

2200000000

Backward

Rep. Democracy 580000000

Colony

Priest Caste

10000000

Colony

Commission

7500000

Base

Private Army 88

Base
State
Colony

A
D
C

Smugglers
98
Rep. Democracy 288000000
Governor
6200000

Colony of Bogie

Hump V
Bogie

Colony: Bacall. Former Colony of Tamana

Shore
Far Shore
Wavelet
Shyly
Shyly
Calumet
Doonan

10
0

Diasporan
Virgin

0
5
0

Gas Giant
Diasporan
Virgin

uTommutuluu

Gas Giant

eTommintue
aTommutua
eTommintue
Sister
Beauty
Singer

0
9
0

Virgin
Tommu
Virgin

0
9

Virgin
SaVaHuTa

?
0
?
9
10

Secret
Virgin
Secret
Diasporan
SaVaHuTa

Virgin

0
10
8
0
0
0
0
0

Gas Giant
Independent State
D
Technocracy 50000000
Kiskit
Colony
C
Scientific Caste 7500000
Virgin
Virgin
Virgin
Mapped
Virgin
Worlds - Settlement - 236 -

Colony of Faren

Harmony
Melody
Counterpoint
Talker
Monster
Colony of Carmelita

Fang
Skeet
Skeet
Shoot
Kronen
Pigeon0
Shot
Clay
Thrower
Skeet Belt 0

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Starport

Sobe
Sobe
0
Gas Giant
Tired
6
Diasporan
Backward
A
Lucky
1 on 10 Independent Prim. on HT C
Happy
9
Independent State
D
Quiet
0
Virgin
Serene
9
Diasporan
State
D
Sprite
Tahitian
0
Gas Giant
Commitment
5
Tumentamenata Backward
A
Faerie
0
Virgin
Lomatikumen
10
Tumentamenata Colonizer
D
Puck
9
SaVaHuTa
Colony
C
Colony of Adma
Timpestaran
0
Virgin
Rudunorunan
0
Virgin
Rilistenarin
0
Mapped
Falistumen
10
Tumentamenata State
D
Lovaritan
0
Virgin
Timetuvin
?
Secret
Base
A
Malkuletin
0
Virgin
Keminaritumen
10
Tumentamenata Colonizer
D
Tovaratun
0
Virgin
Laluprinan
0
Virgin
Stalker
Stalker Belt
?
Secret
Base
AI
Suprise
Slus
10
Guaru
Colonizer
D
Mickey's Birthday
10
SaVaHuTa
Colonizer
D
Colonies: Bonn, Bremen
Luku
0
Virgin
Nuagu
0
Virgin
Liberty
8
Thieve's Guild Thieve's World B
Zit
0
Virgin
Nuwun
3 on 9 Independent Prim. on HT A
Glask
2
Guaru
Protected
A
Svelte
Svelte Belt
0
Mapped
Svelte
10
SaVaHuTa
Colonizer
D
Colony: Sygnett. Former Colony of Adma
Etlevs
10
Etvar
State
D
Tambour
Kithara
0
Mapped
Pit
0
Mapped
Worlds - Settlement - 237 -

Government POPULATION

Technocracy 600000000
Caste System 4100000
Monarchy
2100000000
Gerontocracy 1100000000

Anarchy

42000000

Plutocracy
470000000
Military Admin 8000000

Plutocracy

78000000

Family Retreat 23
Plutocracy

1300000000

Illegal Research Lab 73


Bureaucracy
Dictatorship

2500000000
787000000

Thieve's Guild 354000


Techno-Feudal 5000000
Archeol. Council 536

Monarchy

50000000

Oligarchy

1000000000

StarCluster - Worlds - Settlement


World Name

TL

Affiliation

Status

Tinstar
Tanugu
10
Tumuran
Colonizer
Tunrat
8
Tumuran
Colony
Dillon
10
SaVaHuTa
Colonizer
Colony: Impasse. Former Colony of Taman
Tode
Todey
?
Secret
Base
Tonto
Kimosabe
0
Virgin
Komoku
3
Komo
Primitive
Transfer
Maracaibo
0
Mapped
Trefoil
Trefoil Alpha
0
Virgin
Trefoil Beta
10
SaVaHuTa
State
Trefoil Beta-one
3
SaVaHuTa
Protected
Trefoil Beta-two
0
Virgin
Trefoil Gamma
10
SaVaHuTa
Colony
Colony of Faren
Trefoil Gamma-o
0
Mapped
Victoria
Kaalimanere
10
Uramkup
Colony
Duboise
2 on 8 Independent Prim on HT
Honeycomb
7
Independent Backward
Whitecap
Whitecap/Slualu
8
SaV/Guaru Joint Admin
Wink
Munatik Belt
8
Tumuran
Scient. Colony
Zebra
Zebra Belt/Urumi
10
SaV/Uramkup Joint Admin

Starport

Government POPULATION

D
C
D

Theocracy
500000000
Priest Caste 6000000
Rep. Democracy 1000000000

Pirate

55

Anarchy

5000000

D
A

Technocracy
Judge

1800000000
344

Commission

4000000

C
C
A

Bureaucracy 4500000
Pontificate
6000000
Council of Nobles 645000000

Stockholder

Interstell. Congl. 71000

Scientific Caste 2500000000

Worlds - Settlement - 238 -

504000000

StarCluster - Aztec System

The Aztec System

Aztec System - 239 -

StarCluster - Aztec System


In the section on worlds and systems in the Cluster, the description of the Aztec system is given thusly:
Table 1: Aztec System Physical Characteristics
AVERAGE
WORLD

ORBIT

ATMOSPHERE

H2O

GRAVITY

TEMPERATURE
DEGREES F

ICARUS BELT

NONE

0%

TRACE

BACKGROUND

RETRON

THICK

75%

2.0

100

BAILIFF

2+1

CONTAMI-

60%

0.8

50

NATED

QUANTUM

2+2

NONE

0%

TRACE

BACKGROUND

AZTEC

THIN

25%

0.4

-10

and so:
Table 2: Aztec System Settlement Data
POLITICAL
AFFILIATION

SETTLEMENT

LEVEL

TYPE

STAR
PORT

GOVERNMENT

POPULATION

ICARUS BELT

VIRGIN

NONE

NONE

NONE

NONE

RETRON

DIASPORAN
COMMU-

BACKWARD

SPLINTERED

100,000,000

PROTECTED

XENOSCIEN-

350,000,000

WORLD

TECH

NITY

BAILIFF

DIASPORAN
COMMU-

TISTS

NITY

QUANTUM

VIRGIN

NONE

NONE

NONE

NONE

AZTEC
COLONY OF HYTEK

SAVAHUTA

COLONY

COMMISSION

6,000,000

This is, of course, a rather bare-bones description, and is intentionally so. The descriptions of the worlds have
been left open to the GMs imagination. StarCluster Game Masters are encouraged to customize the Cluster to
their hearts content. The descriptions given in this book are intended as guidelines to assist the GM in fashioning a unique Cluster. We are including this chapter to show the results of one possible interpretation of these
guidelines and extrapolation of them into a full and rich setting.

Aztec System - 240 -

StarCluster - Aztec System


The Aztec System
The star called Aztec is a ginger colored sun somewhat cooler and dimmer than Sol. There are two planets and
an asteroid belt circling it, and two moons orbiting the innermost planet.The system has three Jump routes - by
far the most important being a long Jump 3 route to the Sister system. This route is the only connection
between the loop of systems on the other side of Aztec and the rest of the Cluster.
The second most travelled route is the Jump 2 route between Aztec and the Zebra system, which leads on via
another Jump 2 route to the Harpy-Domino-Phaedra trinary. The last route leads via a Jump 1 route to the
Iolanda system from which a Jump 3 route leads on to the Los Ninos-Juju binary.
The traffic is mostly pass-through, as the settlements in the system are for the most part self sufficient. Most of
the traffic actually destined for this system and not just passing through ends up at Aztec, which is a high tech
level colony world.
Icarus Belt
Icarus Belt is an extensive asteroid belt orbiting close in to the Aztec sun. The belt is composed mostly of carbonaceous chondrites, but there are some high quality nickel-iron rocks, and a small mining industry operating
out of the planet Aztec is running profitably. The belt has unusually large amounts of dust and gasses, and
sometimes ships come through looking sand-blasted.
There are no known permanent settlements in the belt, but the belt is extensive and not well charted. Frequently
pirates have been known to operate out of this belt, and smugglers certainly use the rocks for clandestine rendezvous and transshipments.
Merchants forced to use Aztec en route to more heavily populated systems elsewhere can be very vocal when
pirates are present in the rocks, and SaVaHuTa or the DC sometimes send out frigates to clean out the pirate
nests, but sooner or later the high volume of traffic brings more. The largest asteroids in the Icarus Belt are:
Table 3: Icarus Belt Planetesimals
PLANETESIMAL NAME

DIAMETER

JENGHIS

1150 KM

MANN

920 KM

OBERLIN

635 KM

CADILLAC

450 KM

LAUDACE

375 KM

The belt could use a thorough exploration and mapping, and a permanent settlement would help immensely in
controlling piracy.

Aztec System - 241 -

StarCluster - Aztec System


Retron
Retron was, with its moon Bailiff, the first world colonized by humans in the Aztec system. When the Colony
ship Descartes arrived in the system, from the Earth, the settlers split, with most going on to Bailiff and only
a quarter - 5000 - settling Retron. The Retronese were the old 4th watch of the Descartes, and had taken as a
cultural model the 18th century Austro-Hungarian Empire.
The Retronese decided to settle Retron in spite of the hazards of doing so, for although Retron was a beautiful
world with abundant native life, the crushing weight of 2.1 gravities and the thick, hot, moisture-laden air were
obstacles to earth-life of any kind. They took as their homes the temperate north polar continent of Austerreich
and south polar archipelago of Pesht, and began the business of carving out a living under exceedingly adverse
conditions. The two communities were separated for centuries, and out of contact for most of that time, thus
becoming isolated and distinct cultures. The other 3 continents have been left untouched, and are full of native
life forms.

In the long time after the arrival and before visitors came from outside, Retron slowly slid backwards technologically. As high technology devices wore out or broke, cruder but natively supportable devices replaced them.

Aztec System - 242 -

StarCluster - Aztec System


Technology finally stabilized at about the time explorers from the Diasporan Community rediscovered the Retron colony in the year 411, and has been slowly climbing since.
The people of Retron are now divided between the Austrians in the north, who speak a peculiar form of German, and the southern Peshti, who speak a dialect of Magyar. All Retronese are squat and over-muscular by
present interstellar standards, as the continual war between humanity and gravity on Retron made the tall, willowy look of most post-diasporan humans raised on light gravity worlds a non-survival characteristic. Retronese
of either type are pretty much indistinguishable by outsiders, although any Austrian can identify a Peshti in
moments just by style, mannerisms, and innumerable tiny genetic differences - and vice versa.

Aztec System - 243 -

StarCluster - Aztec System


In Austria, the government is a socially active parliamentary democracy. The government funds the ongoing
expansion of the railroads and development of new territories on Austerreich. The people are well-fed and
industrious, and a bit stolid and conformist. There is a strong sense of social responsibility in the Austrian people, and there are few truly poor or rich people. The capital of Austria is Wien, population 1,500,000, site of a
large shuttleport and hub of the national rail lines. Other large cities are Tyrol (pop. 1,000,000) and Innsbruck
(pop. 750,000.)
In Pesht, the people are governed by a Constitutional Monarchy. The King - presently Janos III - is elected from
the nobility by the nobility and serves for life as chief executive. The people directly elect representatives who
support their interests as contrasted with those of the King and Nobles. The people are for the most part freeholder farmers and craftsmen. The Peshti are notoriously less phlegmatic than the Austrians, and their social
gatherings are riotous and chaotic. The wild and energetic songs of Pesht are its major export, but unfortunately
the dancing resembles more a frenetic shuffling under the constraints of the high gravity. The largest cities of
Pesht are Mohacs (pop. 1,250,000,) Janos (pop. 1,000,000,) and high up in the mountains of Buda, the largest
island, the capital of Pecs (500,000,) site of the main shuttleport.
The Descartes
Retrons gravity prevents most starfaring craft from landing on planet. Instead, most traders and visitors dock at
the Descartes and switch cargoes and passengers to heavy duty winged landers specially designed to land and
take off again under the heavy pull of Retrons gravity. The Descartes is owned and operated by the Diasporan Community directly, as it was deserted by the first settlers. The Descartes serves both Retron and - to a
far lesser extent - Bailiff.
The ex-colony ship has been refurbished as a space station orbiting Retron. Services available are M/AM fueling, Deuterium and Proteum fueling, shuttles to Retron, restaurant and bar services, sleepover accommodations, laundry, bulk food preparation and packaging, and tug services. Small shops on the concourse offer a
limited selection of Retronese and Bailiffine handicrafts and merchandise, as well as souvenirs of doubtful
extraction.
The present inhabitants of the Descartes are 1500 direct employees and representatives of the DC, 150 DC
Fleet detachment personnel - mostly revenue agents and ground crew for the 2 revenue cutters, tug, and scooptanker permanently in-system, 55 heavy-duty shuttle ground crew and personnel, 25 employees of WestonNacht Ltd. involved in M/AM fuel production, and 150-200 permanent inhabitants, most of whom run shops
and pushcarts on the Concourse. In a ship built for 20,000 inhabitants, the 2000 or so current inhabitants rattle
around like dried peas in a can.
Bailiff
The bulk of the Descartes original crew settled on the drier but more hospitable moon of Bailiff. Initially the
colony met with great success, maintaining a relatively high level of technology for the first 50 years. At that
point a bio-engineered virus was let loose in what appears to be a terrorist incident which got out of hand. A
nuclear war between descendants of the three watches followed, each blaming the other for the virus. When the
smoke had - literally - cleared, the survivors were thrown back onto the most primitive resources, and a brutal
anarchy ensued - with local warlords claiming sovereignty by force in tiny city states. This situation persisted for
almost 300 years until the private yacht Anatar dropped out of orbit into the city state of Pyongyang. The
owner and captain, James Silkhand, took over the government of Pyongyang in a coup detat, and began a series

Aztec System - 244 -

StarCluster - Aztec System


of conquests with the aid of the devastating armament on his tiny ship. Most of the former colony had been
reunited under Silkhand when DC peacekeepers landed and destroyed the Anatar - and Emperor Silkhand I - in
a pitched battle.

Ever since, the moon has been a protectorate of the Diasporan Community, and Xenoscientists appointed on
Morningstar have ruled the fractious people of Bailiff. Technology has been allowed to trickle in through
strictly regulated trade, and the people of Bailiff are in the main better off than their ancestors. A small amount
of Bailiffine handicrafts is exported, but most so-called Bailiffine works are clever fakes. Caveat Emptor!
The colonized area is scattered all over the moon in an effort to avoid the effects of the wars. The dominant cultures are those established by Cultural Emulation in the original three watches: Post-unification Korean, NeoRenaissance Tamil, and Late-21st Century Andalucian. These cultures have been both mingled and splintered by
the stresses of their environment, but survive intact to a great extent.
The current large cities are the former Pyongyang, now renamed Landing (180,000,) Cuddalore (175,000,)
Guadalcanal (150,000,) and Hamhung (130,000.) There are dozens more of these city-states, each retaining a
share of the hinterlands, and there are a subtantial number of nomads who are under nominal control of their
own chieftains. Small scale warfare and raiding is endemic, although the Xenoscientists are attempting to bring
about more peaceful conditions by non-coercive means. Substantial areas remain radioactive to this day.
Quantum
Quantum is the second moon of Retron, a small, heavily cratered globe of 950 km diameter. Gravity is trace
only, barely perceptible to most people. Quantum is most likely a captured asteroid strayed from the Icarus
Belt, and its dusty black, rubble-strewn surface has never been colonized nor claimed. The moon seems to be
mostly light elements with an almost complete dearth of the heavier metals.
Aztec System - 245 -

StarCluster - Aztec System


Quantum has a very low albedo, due to the prevalence of dark carbon compounds in the surface dust, but the
underlying rock is mostly light silicates, and crater rims and mountains show up starkly against the background.
The moon has never been systematically mapped, but its main features are well known in the system. It was once
considered as a forward base for the DC and a small facility was built in Olduvai Crater, but the moon was
passed over in favor of rehabilitating the Descartes, and the tiny base mothballed.
Aztec
Aztec is the furthest out of the systems planets, and is home to a thriving, modern colony planted by the
SaVaHuTan world Hytek, in the Iolanda system. Aztec is a cold, dry world, and the colony is strung along a
chain of salt lakes called the Bitter Seas, at the bottom of a great Rift Valley which stretches 2200 kilometers
from northeast to southwest across Aztecs equator.
The Rift Valley is the lowest point on the surface of Aztec, and the Bitter Seas are long, narrow, and very deep.
The air pressure in the valley is high enough so that oxygen concentrators are not needed by the colonists,
although visitors are subject to blackouts and dizziness without them. The colonists and their livestock were
genetically enhanced for low air pressures, with large chests and wide, flaring nostrils. Even colonists need concentrators on the surface above the valley, however.

Aztec System - 246 -

StarCluster - Aztec System


The cities of the colony line the midpoint of the valley like beads on a string, clustering close to the Bitter Seas,
their main source of water. The flat valley floor is used mostly for agriculture, while the steep sides of the valley
are terraced. There are spectacular waterfalls at Brindisi and Venizia where the higher seas drain into the lowest
level of the colony. The Bitter Seas are fed by icemelt from the higher elevations of the valley as well as by cloud
formation in the confined air of the valley itself. The central, lowest of the Bitter Seas, the Adriatic, is heated by
constant geothermal action, and spawns most of the cloud formation. This lowest section of the valley, surrounding the Adriatic, is constantly shrouded in mist and fog.
The capital and largest city is Brindisi, at the southwestern waterfall. Brindisi has some 800,000 inhabitants, and
is the site of the ground component of the Starport - basically a large shuttleport with better cargo-handling.
Other major cities are Venizia at the northeastern waterfall (pop. 250,000,) Firenze on the Tyrrhennian Sea (pop.
200,000,) the floating Tagris City of Mists (pop. 120,000) on the central sea, and the mining city of Padua (pop.
95,000) high up in the northernmost section of the Valley.
The rural population of Aztec is to a large extent uplifted animals, while the humanoids mostly congregate in
the urban areas. The Bitter Seas are too salty for dolphin settlement, and desalination equipment is a part of
every colonists emergency kit. The very light gravity of 0.5G makes trade with the colony easy, and the valley is
a well known tourist attraction.
Native Aztec life is limited to spectacularly colored lichen-like plants, which encrust the rocky walls of the valley
with a glorious texture, and slow moving invertebrate animals which, if they bite, tend to cause allergic reactions
in Earth life. These pests are controlled in the valley by use of genetically modified roadrunners which are
allowed to roam freely. They are immune to the allergenic effects of the local animals, and gobble them up with
glee. This is not of great ecological concern because the roadrunners are limited to the valley, while the native life
is widespread at the surface level.
Aztec Orbital
The orbital component of the Starport is the ex-colony ship Montefiore, now orbiting Aztec permanently. A
new generation ship, the Montefiore was built with A-grav in mind, so has no rotating component. Much of
the mass of the old ship was broken up and brought down to the colony on huge specially-designed landers, carried from Hytek. The present ship/station has only small thrusters and a M/AM generating fusion reactor. The
hydrogen is obtained by scooping and filtering water from the plentiful seas of Bailiff (under license from the
DC), disassociating the hydrogen from the oxygen, and retaining only the Deuterium fuel. The water is scooped
far from the inhabited parts of Bailiff so as not to disturb the natives.
Aztec Orbital, the official name for the reconfigured Montefiore, is a bright, sunny place, with huge transparent plasteel window panels letting in the light. The orbital is well populated, with 20,000 people of all types
ranging the city. Aztec Orbital can supply any kind of service typically found at modern stations, including a
repair yard able to handle most common ship repair work. There is a quantity of considerable light manufacturing undertaken on-station, and the tourist accommodations are noteworthy.

Aztec System - 247 -

StarCluster - Map of the Cluster


StarCluster - Cluster Map: Overall

Map of the Cluster - 248 -

StarCluster - Map of the Cluster


StarCluster - Cluster Map: Center

Map of the Cluster - 249 -

StarCluster - Map of the Cluster


StarCluster - Cluster Map: Left

Map of the Cluster - 250 -

StarCluster - Map of the Cluster


StarCluster - Cluster Map: right

Map of the Cluster - 251 -

StarCluster - Map of the Cluster


StarCluster - Cluster Map: Bottom

Map of the Cluster - 252 -

StarCluster - Design Notes


Design Notes on the
StarCluster Game System
The basic, core goals of StarCluster are:
To sustain a survival oriented, realistic style of
play
To promote unique and memorable characters
To allow for competent but not vastly superior
characters
To allow for various methods of game structure,
both traditional (Campaign, One Shot) and nontraditional (Serialized Adventures, Flashbacks) as
the GM and players wish.
To allow for various points of emphasis,
Exploration, Story Arc, Combat, and Social
interaction, among others.
Basic Mechanics
The StarCluster game system was designed to be simple and accessible to anyone sitting down to a game.
The basic die mechanic of roll-under percentile was
chosen because it is immediately grasped by anyone. It
is an ancient mechanic, hoary with age in RPG terms,
but it works. It also suits a rather gritty SF game, like
StarCluster. Most percentile games have different
starting percentages for different skills - indeed the
first version of StarCluster used exactly this mechanic.
Based on player feedback and a desire to simplify the
game, we eventually chose to have a single starting
percentage, modified by both level of skill and a governing attribute, for ease of use in gaming, so that a
player can immediately see what the chance of success
is.
Character Generation
StarCluster character generation is year based, the
player gaining one skill per year in most cases. This
was done for a number of reasons. For one, it eliminated the need for experience points, and thus the
temptation to mould play by rewarding appropriate
behavior. Since StarCluster is a game of survival, the
only appropriate play is character survival itself. Risking character survival should only be done if the character feels strongly enough about a point that the

reward is worth the possible price. This keeps the


game gritty and close to reality. Secondly, the advancement by year facilitates a type of game structure which
is difficult with other role-playing games, that of playing an adventure, moving the character forward (or
even backward) in time, and resuming play with the
characters skills appropriately raised (or lowered.)
Since there is no difference to the character in terms
of advancement whether the adventures in the intervening years are played out or not, there is no question of whether the character is advanced too far or
not far enough. The GM can choose, with reasonable
fluidity, to use such cinematic techniques as flashbacks and foreshadowing.
The ease of switching employments is the key to
another StarCluster core concept, that each character
is an individual, thus the player should have the widest
choice possible in creating the character. The character may always choose among several options, thus
allowing the character to grow as the player sees fit.
The player can always choose to concentrate on raising certain skills at the expense of having more different skills, and vice versa. This play between depth of
skill and breadth of skill is part of making the characters unique and organic.
Constitution
The game mechanic of Constitution rather than Hit
Points was chosen as a method of tracking damage
taken, to balance the accumulaton of skills by the
older character. Since Constitution varies with the
physical attributes of the character, and since physical
attributes deteriorate over time, the younger, more
vital characters stand a decent chance of taking out
older characters, despite the difference in skills. This
adds to the gritty, survival oriented atmosphere of the
game. The actual method of figuring out a characters
Constitution - (STR + COOR + AGY + END) * 10 was chosen to allow percentile dice to be used for
damage, not just skill checks. This allows a character
to survive a couple of heavy hits, but not without penalty.

Design Notes - 253 -

StarCluster - Design Notes


The various damage levels of Hindered, Unconscious,
and Seriously Wounded were created in order to allow
the character a method of gauging the damage taken,
thus allowing it to decide to retreat or press the fight,
as circumstances dictate, as well as to allow for nonlethal combat results. Since a character is incapacitated
well in advance of death, it is rare for a character to be
killed outright, though that risk is always present,
without a deliberate choice being made.
Levels of Mastery
The system of Levels of Mastery - whereby highly
skilled characters gain additional skill checks for success - is designed to reward those players who have
chosen to narrow their range of skills in order to concentrate on a few core skills. Since a broad range of
skills is its own reward, as having a skill at any level is
vastly better than not having it, this rewards those
payers who choose to allow their characters to specialize. This further widens the options open to the
player, as generalists and specialist both become valid
character choices.
The actual method of determining Levels of Mastery,
one level per five levels of skill, was chosen for its ease
of use. A separate, non level oriented method is given
as an optional rule in the Appendices, but the default
method is simple in execution and universal in scope.

Alternate Task Resolution


There are several methods of alternate task resolution
for characters without appropriate skills. This allows
the characters to possibly succeed against obstacles
despite lack of skill. The GM is encouraged to use
whatever method is deemed appropriate for the situation.
The One Minute Combat Round
In a firefight, the vast majority of shots never hit. This
is for a variety of reasons. The people involved are
fearful for their lives, and keep to cover, thus there is a
lot of blind shooting. The participants are also using a
lot of shots expressly for the purpose of suppression,
making it so risky for the enemy to expose himself in
order to get a decent shot that the enemy chooses not
to. Also, the enemy is constantly moving, zig-zagging,
and ducking for cover.
In a game which aims for a fair amount of realism,
then, the player characters and their opponents should
miss with the vast majority of their attacks. This however, gives rise to the whiff factor, where players feel
their characters are incompetent and useless because
they are always missing. This is a cleft stick which is
difficult for designers of such a game to wriggle out
of. Do you increase the chance of success to decrease
both the whiff factor and the realism, or do you
decrease the chance of success, thus increasing both
the whiff factor and the realism?

Appropriate Skill Concept


The concept of allowing differing skills to be used to
In StarCluster, we use the one-minute round as an end
resolve a single situation allows characters to run around this problem. In a one-minute round, the
approach task resolution in a non-deterministic way. characters can attack as many times as they like, but
If each situation had one and only one appropriate the vast majority are *assumed* to miss, and are never
skill - for instance there is a fence, you must climb it - played out. The character only rolls a chance for sucthen characters would all end up taking the same skills cess for those shots which have a good chance of hitbased on what the most commonly encountered situ- ting, thus avoiding the whiff factor and keeping most
ations were. Since a non-obvious skill can be applied of the realism. The price of this avoidance is an eleto a situation, the player is rewarded for resourcefulment of abstraction in the combat, which is the price
ness and imagination. Thus while Abel may indeed we chose to bear.
climb the fence, Beth may vault it using gymnastics,
Curt may levitate over it using telekinesis, and Deirdre
may use her bow skill to shoot a line over it and pull To Hit, Damage, and Armor
herself over. The goal of the GM is not to thwart the In StarCluster, armor works by decreasing the chance
payers, but to challenge them.
to hit. This is intuitively wrong, but was chosen
Design Notes - 254 -

StarCluster - Design Notes


despite this. Statistically, the truly meaningful number
is not the chance to hit, but the average damage dealt
to the opponent per round. This can be controlled by
modifying one of two parameters: the chance to hit or
the damage inflicted per hit. if you decrease the
chance to hit, it is statistically the same as decreasing
the average damage dealt. To change the damage
dealt, one must determine the penetrating power of
the weapon vs. the resistance to penetration of the
armor. To change the to hit roll, a single modifier to
the chance of success may be used. Since front loading - i.e. changing the chance of success - was so much
simpler than back-loading - i.e. changing the damage we opted for the simplicity and consequent speed of
front loading. It entails a certain amount of abstraction, but since we already opted to abstract combat,
we felt the benefits were again worth the price.

Design Notes on the Technology of StarCluster


The technology of StarCluster was designed to be
both intellectually consistent and, insofar as feasible,
consistent with known physical law. Players are not
expected to need to set aside their intellectual
scientific understanding while playing the game.
Players and game masters are also not *required* to
understand these technologies on more than a
functional level - i.e. how to make some device work
and what it can do - as they are designed from the
beginning to be self-consistent and balanced.
The science and technology of StarCluster was
designed to be:
1) Consistent with currently understood physical law,
inasmuch as feasible for the setting;
2) Balanced so as to challenge players and give them
considerable freedom of action;
3) Provide a world with rich possibilities for plot;
4) Create a player character environment that is neither risk-free nor hopelessly dangerous.
In the StarCluster game, there are assumed to be a
small number of critical technological steps that allow

for many other forms of technology to arise. This has


been the case in history. For example, the invention of
the practical steam engine was the critical step that
allowed for railroads and for steamships, breaking the
dependence on wind and draft animals.
Field Technology
The big advance for Tech Level 8 is taken not as a single breakthrough, but as a number of technological
steps that allow for a degree of control of electromagnetic fields that vastly surpass our current capabilities
both in power, control, and subtlety. As an analogy,
consider the great difference between the electrical
capabilities of the 19th century (dim electric lights,
primitive electric motors), and modern cybernetic
electronic computer technology. In one sense, they
are simply the same technology, electrical effects; but
the sophistication of the 21st century compared to the
19th makes them profoundly different. We also posit
some initial control of weak and strong interaction
field forces in the latter half of TL8, a technology that
currently does not exist at all.
One presumed result of this grand step forward in
EM field technology is the creation of active reflective
radiation screens. These change nuclear fusion from a
difficult and massive undertaking into a straightforward and practical engine technology. The great difficulty for fusion power has been that except in a few,
very limited regimes of density, confinement times,
and fuel types, more energy is lost by X-rays than is
created by fusion energy. With TL8 active radiation
shields, it becomes possible to reflect these X-rays
back into the plasma to be reabsorbed. The fields are
also assumed to act as third bodies for momentum
transfer, making them work as catalytic surfaces which
greatly enhance the frequency of the fusion of colliding ions. The beginning control of weak and strong
interaction forces provides the additional ability to
make protium fusion practical as well and also to provide lightweight shielding of neutral particles such as
neutrons. The effects together make fusion power
efficient and commonplace.

Design Notes - 255 -

StarCluster - Design Notes


This field technology is also the basis for the plasma
deflectors screens that protect spacecraft against
incoming energy weapons. (This technology is
assumed to become fully mature only in TL9.) In
addition, it is assumed to provide the technology
which allows the extremely high-energy lasers that
exist in TL8 and more advanced cultures.
Antigravity
The great invention of Tech Level 9 is antigravity.
Antigravity is a useful device in its own right. It frees
the game master and the players from having to
choose between large rotating space structures and
free-fall. It allows for ship pods, hoverplates, and
other fun gadgets. But is also provides an intellectually
consistent source for the new technologies of Tech
Level 9.
With antigravity, the containment of antimatter on a
fairly large scale becomes feasible. Production of
minute amounts of antimatter has been possible since
the late 20th century. In Tech Level 8, the production
of antimatter in moderate quantities is assumed to be
possible, however, there is no safe way to store it.
Antigravity provides a safe storage mechanism,
intense repulsive gravitational fields providing an
effective means of containment.
Antigravity could have been invoked as a method of
ship drive as well, attraction and repulsion from
planets and stars used as a method of propelling ships.
However, we decided against this: reaction dive has
more drama. In order to provide all the desired
characteristics, a somewhat complicated force law for
antigravity had to be concocted, one that
1) Is moderately strong (up to several
gravities) at moderate distance;
2) Is extremely strong at short distances
(1mm), in order to provide for antimatter
containment
3) Falls off at long distance, to prevent it being

used as a spacecraft drive.


The resulting rules, given in the Antigravity Guide,
were created to produce the desired effects, without
seeming excessively contrived.
Transfer Technology
The defining technology for Tech Level 10 was
chosen to be a transference technique, mediated by a
psionic talent. This was used as the underlying
principal behind mind transfer, teleportation, and
jump drive.
Teleportation is a standard science fiction device, but
one that is loaded with potentially ruinous
implications in a game setting. The usual concept
behind teleportation is that an object is scanned, the
information on its makeup is transferred to another
location, and the object is reconstituted there based
on that information. The difficulty with this type of
technology is that there is no logical reason why the
information cannot be transmitted to more than one
location, enabling duplicates to be formed. If the
information of the makeup is stored, you have
universal replicators.
Allowing individuals to be copied at will destroys all
the drama of a game. Characters cannot be placed in
any real jeopardy, since they can have backup copies
of themselves safely elsewhere. Universal replicators
also are damaging, since such a technology removes
all material scarcity, removing desire for wealth as a
character motivation; and it eliminates virtually all
trade in goods, removing another important plot
element. So, we decided to go with an alternative
concept of teleportation, operations on space-time to
change the physical location of an object. This
eliminated the replication problem.

It was also decided that we would require both a


sending and a receiving apparatus. If only a sending
apparatus is required, but not receiver, the
teleportation can be used to place bombs at will on
Design Notes - 256 -

StarCluster - Design Notes


enemies without warning, creating a world that is too
unstable for a lasting story line. If only a receiver is
required, but no sender, then one has a kidnapping
device, or an easy method to take out critical parts of
an opponents ship, an equally unsettling state. So we
required both.
This same technology was chosen as the basis for a
means to allow for mind transfer, another fun but
potentially game-damaging capability. The idea here is
that one teleports the mind but not the body. But if
one can transport only part of a persons mind, talents,
personality or knowledge, or separate these out, one
has all sorts of mix and match possibilities. While this
would be quite interesting, it tends to destroy the
concepts of personhood and could be easily abused
by players. So we decided to insist on the indivisibility
of the psyche, the idea of an atomic (i.e., indivisible)
soul. This also promised to be a way to tie religion and
high-tech science together in an interesting and
uncomfortable partnership.
Jump Drive

distances.
Jump drive has certain plot dangers. It could lead to a
massive armada suddenly showing up next to a planet
and destroying it, ruining any sort of balance in the
game. It would also allow both the player and their
opponents to simply vanish at the approach of
danger. To avoid these problems, limitations were
deliberately placed on the jump drive.
The most important limitation is that ships can only
leave the system to jump to another system from a
particular point in space (the jump point) and at a
particular velocity. They can only enter the system
from another system at another particular point in
space, and at a velocity of zero. The exit point is closer
to the system's sun than the innermost planet, and the
entry point is further out than the outermost planet.
This prevents fast escapes and hit-and-run interstellar
raids.
A second limitation is that there is a variable time lag
between the time of making a jump and the time of
entry at the other star system. This creates
uncertainties that hamper exact calculations of when
ships can be expected to arrive. Thus, even if you
know that help is arriving from another system, you
cannot know when. This aids the drama of the game.

For purposes of plot, it was desirable to have


characters be able to travel from one star system to
another star system and back without decades of time
elapsing. Thus there is a need for some form of fasterthan-light travel. There is no form of faster-than-light
travel or communication that does not implicitly
violate physical law, as it is currently understood. We The effect is to create a situation similar to that of the
chose, however, to limit that violation to as small a sailing ships of earlier centuries. Ship captains cannot
violation as feasible. To that end, we chose to posit be kept on too short a leash because they are subject
jump drive, a discrete event outside the normal to constraints beyond their control (in the past, wind;
bounds of time and space. This eliminated the need to in the StarCluster future, jump time lags) and no form
consider the physics of spacecraft operations during of faster-than-light communication, other than
superluminal drive, superluminal weaponry, etc. It also sending a ship.
did not require positing yet another distinct
technological leap: it uses the same basic transfer
The jump points also make massive invasions
science that is use for teleport chambers. However, difficult. In order to be safe, a system need only
here the distances between the stars are traversed by defend discrete points, not all of space; and the
naturally occurring transit loci, rather than the man- various ships in an armada jumping to another system
made ones that are effective over more limited
Design Notes - 257 -

StarCluster - Design Notes


will not arrive all at once, but scattered over time. The
effect is that travel and trade are entirely feasible, but
interstellar war with massive forces is largely
unfeasible. If characters wish to alter another
civilization, they cannot easily do so by brute force,
they must use subtler means.
Escape Clauses
We have made these limitations on technology in
order to protect the stability and drama of the game.
However, at times game masters may wish to include
some bit of technology that does not follow the rules
above, and ones with even more potential for abuse,
e.g., time travel. There is an easy way to do this: the
technology of the Seeders, the beings that began life
in the StarCluster. These beings possessed a
technology beyond that of any of the current cultures,
but surviving artifacts may be stumbled upon from
time to time which allow characters (player characters
or their opponents) to do things outside the usual
limitations. Since these artifacts depend on
technologies that are not understood, they cannot be
duplicated or depended upon to function reliably or
under complete control. This gives the game master
the hold needed to prevent these technologies from
getting out of control. If players start to abuse them,
they can always fail or behave erratically. The game
master giveth; the game master taketh away.

advanced than the successor civilizations, and that


characters may find devices from this pre-Diasporan
Etvar culture intact in the ruins left when that culture
collapsed. If the GM wishes, the technologies of this
culture should be positioned between the present
dominant Cluster cultures (TL 10) and that of the
Seeders. Perversely, this may prove more unbalancing
than the technology of the Seeders, because it is closer
to the current level of technology, and thus more
capable of being understood and widely applied. The
option is open, however, should the GM decide to
explore it.

On a more limited scale is the technology of the


Etvar. The Etvar possessed a technological level at
least as high as that of the current powerful Cluster
civilizations long before the Earth and it's immediate
stellar neighborhood were ever destroyed. The shock
waves of that cataclysm shattered the Etvar culture
before the Diasporan Humans ever reached the
Cluster, with only three completely separate worldcultures surviving the collapse, albeit in a more
primitive state. In fact, it was archeological digs in
Etvar ruins which discovered the Jump Drive and
thus the transfer technology it used. We have left
open the possibility that the Etvar were more
Design Notes - 258 -

StarCluster - Character Worksheet

Page 259

StarCluster - Character Worksheet

Character Design Worksheet


Mother's Milk Skills:
Initial Stats:
STR ____ COOR ____ AGY ____ END ____
IQ
____ PSI ____ RANK____ CHAR ____
Year by year record
Year Employment/School
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Cumulative SkillPromote?
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Page 260

Pay
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P.D.

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StarCluster - Character Worksheet


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StarCluster - Character Worksheet

EQUIPMENT SHEET
Clothing and Armor
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Kits

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Electronics

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Accessories

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Weapons

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Miscellaneous Equipment

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Vehicles

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Page 262

StarCluster - Character Worksheet

Personal Information
Date of Birth:________________ Place of Birth: ______________________________
Background:__________________________________________________________________
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Page 263

StarCluster - Appendix A

APPENDIX A
Optional Rules
Use of these optional rules is solely at the discretion
of the GM and may be dropped at any time if the GM
feels the rule is detrimental to the game.
Optional Rule: Sniping and Single Shot
Kills
If the character wishes to snipe, and the situation and
weapon is proper, sniping is possible. If the weapon
has a range factor of Far or Long and is in the proper
range for the weapon and the target is unaware of the
presence or general position of the sniper, the sniping
rules are in effect. In this case a hit is either a death
blow or a wound. If the adjusted number rolled to hit
is 5 or less from the maximum, but still a hit, then the
target takes the normal damage from the hit X2 (double damage.) If the adjusted number rolled to hit is 10
to 6 from the maximum, but still a hit, then the target
takes the normal damage from the hit X3 (triple damage). Any other hit results in the target sustaining a
lethal wound.
For example: a sniper with gun+5 and coordination of
9 has a 70% chance of a hit to skin. The target is at
long range and unaware of the sniper, and the gun is
an autorifle. A result of 70 or less on %d is required
for a hit.
If the number rolled is 66-70, the target sustains double damage from the hit. If the number rolled is 6165, the target sustains triple damage from the hit.
Anything above 70 is a miss, and anything 60 or below
causes instant death to the target.
Sniping brings sudden death into the combat picture.
Normally, StarCluster Combat is bloody, but seldom
lethal. Some GMs are loath to use sudden death on
their own players. We have left the decision here up to
the individual GM. If the Player characters are able to
snipe, but the opponents are not able to snipe at the
PCs, the GM will have to deal with what amounts to
indestructible PCs. This is not necessarily a bad thing,
but can drastically alter the flavor of any campaign.

Here are some possible options:


Player characters and opponents can snipe: This
tends to lead to a very grim, extremely gritty feel.
Players may feel very vulnerable and may refrain from
sticking their characters necks out. This is the most
realistic option, in that the player characters will
behave more like real people in a stressful situation.
Player characters only can snipe: This leads to a
more open game. The player characters are able to
snipe with impunity, but the GM can control the
*conditions* for sniping. In other words, the player
characters can snipe, but only when the GM says they
can. This can satisfy the player need for tactical
involvement but allows the GM to control things on a
higher level.
Optional Rule: Commando-type
Actions
Characters may attempt commando-type actions such
as picking off a sentry by clasping a hand over the sentrys mouth while slicing his neck with a knife. If the
character has an appropriate background, such as
infiltrator, this should be purely a question of the
characters ability to sneak up on (using the sneak
skill) or rush the sentry (using the dash skill), and
nothing to do with weapon skill. If the sentry does
not detect the approach of the character (sneak) or is
unable to respond in time (dash) the sentry should
die. If a character without an appropriate background
attempts it, roll at sneak+0 or dash+0 as appropriate,
with modifiers for agility. In any case, the sentrys constitution should be ignored.
Optional Rule: StarCluster Simple
Vehicle Combat Rules.

These rules may replace the standard rules if less realism and quicker results are wanted. This system also
scales well for use in situations of vehicles vs. people.
Sides make standard initiative rolls. Side goes on its
initiative. Player controlling character using the
weapon rolls to-hit, with standard modifiers.
Weapon factor (WF) of the weapon used must be
equal to or higher than armor points (AP) to penetrate. If not, it will just bounce off.
Appendix A - 264 -

StarCluster - Appendix A
Examples:
Heavy Machine Gun (WF 2) vs. Iron Armor factor 1
(2 AP) = penetration
Heavy Machine Gun (WF 2) vs. Iron Armor factor 2
(4 AP) = no penetration
Medium Cannon (WF 20) vs. Iron Armor factor 8 (16
AP) = penetration
If weapon penetrates, roll damage. Damage is
1d10*Weapon Factor*10. If the weapon is a burst
fire weapon - such as machine guns, miniguns, gatling
guns, or autocannon, damage is again multiplied by 5.
Examples:
Heavy Machine Gun damage = 2*10*5*1d10 = 1001000
Medium Cannon damage = 20*10*1d10 = 200-2000
Vehicles have 100 constitution points per ton,
rounded up.
Examples:
302 ton Cargo Aircraft 30,200 constitution
25 ton Armored Vehicle 2500 constitution
172 ton Boat 17,200 constitution
At its full constitution*.75, the vehicle is Hindered.
All rolls are at -20% and max speed is *.75
At its full constitution*.50, the vehicle is Damaged.
All rolls are at -40% and max speed is *.50
At its full constitution*.25, the vehicle is Hammered.
All rolls are at -60% and max speed is *.25
Optional Rule: Integrated Combat System

with a skill rating higher than the character possesses


is a - 5% penalty per skill level short of the skill rating.
Example:
Eugenia has blade+1 and wishes to use an arc sword,
which is rated at blade+3. She is thus 2 short of the
skill rating, and gets a -10 to hit with her arc sword.
A person without sufficient skill is a danger to herself
as well as the enemy. Any miss which misses the target
number by more than 60 will injure the wielder.
Example
Joseph has no skill with blades but picks up an arc
sword dropped on the floor during a combat. His
strength is 11, so he has an 11% chance to hit with the
sabre. If he rolls over 81, however, the arc sword has
turned in his hand and he will wound himself.
One need not be of any particular skill level to perform two or three actions in a given round. If a character wishes to perform 2 actions in a round, they may
do so provided they take a penalty on each action of 5% per level of skill below +8.
Example:
Penelope wishes to strike twice in the same round
with her arc sword, and has the skill blade+3. Her
normal to hit would be 55%, but she is 5 skill levels
short of +8, so must pay a penalty of -25%, giving her
a 30% chance to hit on each of 2 attacks.

If a character wishes to perform 3 actions in a round,


The Integrated Combat System is offered as an they may do so provided they take a penalty on each
option for those who wish a more seamless, realistic action of -5% per level of skill below +12, Example:
system, as opposed to the rather stylized StarCluster
Penelope wishes to strike thrice in the same round
standard combat system.
with her arc sword, and has the skill blade+3. Her
As in the standard combat system, the chance to hit is
normal to hit would be 55%, but she is 9 skill levels
45% at level 1, plus 5% per each level of skill higher
short of +12, so must pay a penalty of -45%, giving
than +1. The Integrated Combat System is different her a 10% chance to hit on each of 3 attacks.
in that all conditions are treated as straight modifiers
to that basic die roll. Weapons are given a skill rating Use of a weapon rated at a higher skill is at -5%
in the equipment list. The penalty for using a weapon
per skill level short.
Appendix A - 265 -

StarCluster - Appendix A

Penalty for two actions in one round -- 5% for


each skill level short of 8.
Penalty for three actions in one round -- 5% for
each skill level short of 12.
Any miss by over 60% counts as self-injury.

Example:
A person with blade+1 uses a katana(+5):
Chance to hit = 45%-20%=25%
Average damage with a katana hit = 100
Average damage per round = 25%*100 = 25
Chance of self-injury = 15%
A person with a blade+1 uses a shortsword(+1)
Chance to hit = 45%
Average damage with a shortsword hit = 65
Average damage per round = 45%*57.5 = 29.25
Chance of self-injury = 0%.
The low-skilled person will have no motivation to use
too difficult a weapon, but they are not penalized
excessively if they find that a difficult weapon is all
that is available.
Another example:
A person with a blade+3 uses a shortsword(+1)
Average chance to hit = 60%
Average damage with a shortsword hit = 65
Average damage per round = 60%*65= 39
Chance of self-injury = 0%
A person with a blade+3 uses a katana
Average chance to hit = 60%-10% = 50%
Average damage per katana hit = 100
Average damage per round =50%*100 = 50
Chance of self-injury = 0%
A person of intermediate skill gains little by using a
high skill weapon, but they aren't penalized.
Example:

Average damage per arc sword hit = 80


Average damage per round = 70%*80 = 56
Chance of self injury = 0%
A person with blade+5 uses a katana(+5)
Average chance to hit = 70%
Average damage per katana hit = 100
Average damage per round = 70
Chance of self injury = 0%
It takes a skilled fighter to get much benefit from
using the katana. Multiple attacks per round become a
choice that is more reasonable with advanced skill,
not an ability that is suddenly achieved at a particular
skill level.
Example:
A person with blade +2 makes one attack per round
using a katana(+5)
Average chance to hit = 55% - 15% = 40%
Average damage per katana hit = 100
Average damage per round = 40
Chance of self-injury = 0%
A person with blade +2 makes two attacks per round
using a katana(+5)
Average chance to hit = 55% - 15% - 30% = 10%
Average damage per katana hit = 100
Average damage per round = 2*(10%*100) = 20
Chance of self-injury = 30% per strike = 51% per
round
The low-skilled individual does less damage and great
risk of self-injury when choosing to make two attacks
per
round.
Example:
A person with blade+3 makes one attack per round
using a katana(+5)
Average chance to hit = 60% -10% = 50%
Average damage per katana hit = 100
Average damage per round = 50
Chance of self-injury = 0%

A person with blade+5 uses an arc sword(+3)


Average chance to hit = 70%
Appendix A - 266 -

StarCluster - Appendix A
A person with a blade+3 makes two attacks per round
using a katana(+5)
Average chance to hit = 60% - 10% - 25% = 25%
Average damage per katana hit = 100
Average damage per round = 2*(25%*100) = 50
Chance of self-injury = 15% per strike = 27.75% per
round

Average damage per round = 2*(55%*100) = 110


Chance of self-injury - 0%

At skill level +3, there is no overall advantage or disadvantage in terms of damage to the enemy in using
multiple
strike per round, and a significant risk of self-injury.
Example:

A person with blade +6 makes one attack per round


using a katana(+5)
Average chance to hit = 75%
Average damage per katana hit = 100
Average damage per round = 75
Chance of self-injury = 0%

A person with a blade+4 makes one attack per round


using a katana(+5)
Average chance to hit = 65% - 5% = 60%
Average damage per katana hit = 100
Average damage per round = 60%*100 = 60
Chance of self-injury = 0%

A person with blade +6 makes two attacks per round


using a katana(+5)
Average chance to hit = 75% - 10% = 65%
Average damage per katana hit = 100
Average damage per round = 2*(65%*100) = 130
Chance of self-injury = 0%

A person with blade +4 makes two attacks per round


using a katana(+5)
Average chance to hit = 65% - 5% - 20% = 40%
Average damage per katana hit = 100
Average damage per round = 2*(40%*100) = 80
Chance of self -injury = 0%

Now the multiple attacks have a 73% advantage over a


single attack.

At this level of proficiency, making multiple attacks


per round makes sense, increasing one's effectiveness
by 33%.
Example:
A person with blade+5 makes one attack per round
using a katana(+5)
Average chance to hit = 70%
Average damage per katana hit = 100
Average damage per round = 70%*100 = 70
Chance of self-injury = 0%

Now multiple attacks give a 58% advantage over a single attack per round.
Example:

This method is more realistic than the standard combat system. In the standard system with its levels of
mastery, going from skill+4 to skill+5 more than doubled ones effectiveness as a fighter, even though it
implied only 25% more training. Now the transition is
more gradual. When using this optional combat system, there might be situations where a person of low
skill might choose to perform two actions per round,
e.g., run to a position and fire a gun. They would have
very little chance of hitting anyone, but they could get
to position and make the others keep their heads
down. Also, there may be times a person with a high
skill might choose to make only one attack per round
in difficult situations: e.g. armored opponents or at
long-range.
Optional Rule: Success and Failure

A person with a blade +5 makes two attacks per


round using a katana(+5)
An unmodified roll of 00 on the percentile dice is
Average chance to hit = 70% - 15% = 55%
always a failure, even if it should succeed, and an
Average damage per katana hit = 100
unmodified roll of 01 is always a success.
Appendix A - 267 -

StarCluster - Appendix A
OR
If a larger guaranteed success/failure zone is required,
an unmodified roll of 96-00 on the percentile dice is
always a failure, even if it should succeed, and an
unmodified roll of 01-05 is always a success.
OR
If playing with a d20 instead of percentile dice, an
unmodified roll of 20 on the 20 sided die is always a
failure, even if it should succeed, and an unmodified
roll of 1 is always a success.
Optional Rule: Plot Points
Using this optional rule, the characters and the GM
each receive one Plot Point per session. They can be
used any time during that session, but cannot be accumulated across sessions. The Plot Point can be used
to do one of two things: the player may make any
attempt, by anyone, an automatic success, or an automatic failure. These points should be used any time an
action cannot fail, or must not succeed. The Plot
point need not be used on the players character. It
can be used at any time on any character. Plot points
do not accumulate if not used.

Optional Rule: Active Defense


Using this optional rule, a character who is performing an offensive action may shift points from initiative, to-hit, or damage into an active defense. This
defense gives the character effective cover of the
amount of points shifted.
For example: Freya shifts 20 points from her to-hit to
Active Defense, giving her a -20 penalty to hit and giving her 20% effective cover. Any attack on her must
penetrate the cover before it hits her. Active Defense
stacks (adds together) with any cover given by the
Dash skill, but does not stack with natural cover.

Appendix A - 268 -

Index
A
Action Descriptions
Use in combat 149
Active color
Programming of 117
Active coloring 117
TL 10 118
TL 9 117
Active Defense 268
Active plasteel 116, 117
Adventure 142
Adventurers 132
Adventures 5
Affiliate Member 189
Age range 5
Agility 6, 7
Aging 11
A-Grav 168
Aliens 8
Fellowship of the Guaru 193
Formenamen 194
Polity of the Tumentamenata
192
Ronaurana 193
Teumatimon 192
Tumuran 193
Uramkup Confederation 193
Ven Der Opt Worlds 192
Work of the Kertu-Drua 194
Ambush 143
Androids 8
Antigravity 256
Applicable Skills 146
Apprenticeship 8
Apprenticeships
Primitive 66
Appropriate Skill Concept 254
Archaic Weapons 134
Armor 145
Active Plasteel 121
Bulletproof 121
Ceramic 121
Chromskin 121
Flak Jacket 121
Plasteel 121

Powered Ceramic 121


Powered Plasteel 121
Primitive 125
Steel Mesh 121
Types of 145
Armor 121
Armor Equivalences
Primitive 130
Armor Points
Use of 130
Associated Metaskill 104
Attributes
High, Importance of 142
Automatic fire 147
Aztec
Austria 244
Aztec Colony 246
Aztec Colony, People of 247
Aztec Orbital 247
Bailiff, peoples of 245
Bailiff, settlement of 244
Bitter Seas 246
Descartes, people of 244
Descartes, The 244
Icarus Belt 241
James Silkhand 244
Jump Routes 241
People of Retron 243
Pesht 244
Quantum 245
Retron, settlement of 242
Rift Valley 246
System Description 240
Aztec System 239

B
Backwards Cultures
Status in Leagues 170
Bailiff 244
Banking System 116
Barnards Star 2
Base chance of success 94
Basic Mechanics 253
Batteries 118
Black market
Boost availability 11
Index

Blocks 189
Blocks, Large 195
Blocks, Small 196
Boost 11
Boost Allergy 11

C
Camouflage 117
Capital ship 188
Career 5
Cargo 116
Centauri 2, 3
Centauri colony 2
Ceramic armor 117
Chance Met NPCs 156
Character Descriptive Characteristics 93
Character Generation 253
Character Generation Advanced
Cultures 13
Character Generation Backward
Cultures 49
Character Generation Primitive
Cultures 65
Character Progression 5
Character Species 8
Character Traits 92
Character types
optional 8
Charisma 6, 7
Chemical Rocket 169
Clothing 117
Cold Weather Gear 121
Desert Suit 121
Dry Suit 121
Expensive 121
Primitive 128
Street 121
Cluster 2, 3
College 9
Colleges
Advanced Cultures 17
Backward 52
Colleges and Journeymanships
Primitive 70
Colonizer 189

Index
Colony ships 2
Combat 143
General description of 144
Commando-type Actions 264
Conductive armors 132
Constitution 253
Exactly on wound level
boundary 143
Hindered 142
How to determine 142
Normal 142
Seriously Wounded 142
Unconscious 142
Coordination 6, 7
Cost Ratio
Importing High Tech Goods
to a Low Tech World
116
Cover 144
Definition 144
Credits
Definition of 116
Credit-wafer 116
Currency exchange 116

D
Damage
How determined 144
Damage roll 143
Degree of success 149
Design Houses 116
Design Notes 253
Diaspora 185
Quick Version 185
Diaspora, The 3
Diasporan Community 132, 183,
186, 191
Directed 5
Directed Method 7
Drives
A-Grav. 168
Chemical Rocket 169
Fission 169
Fusion 169
G-Drive 168
Purchase of First Jump Drive

185
Resolution of time spent in
Jump 179
Duties of the Crew 173

E
Earth 2
Employment 10
Advanced 23
Primitive 75
End Times 2
Endurance 6, 7
Energy storage 118
Energy storage devices
Nomenclature 118
Engineering 170
Escape Clauses 258
Etvar 258
Excited state atoms 118

F
Fashion 117
Field Technology 255
Filament-reinforced ceramic 116
Filter Mask 123
Fission Drive 169
Flashlight 123
Fleet Marines 187
Fly-by drones 2
Formenamen 194
Fuel cells 118
Fusion Drive 169, 2

G
General Appearance 92
General Knowledge 148
Generic gunmen 163
Gills 123
Glowrod 123
Golden Age 2
Goods 116
Importing and Exporting 116
Importing Low Tech to High
Tech 116
Grad School 9
Grapplewinch 123
Grenades 147
Index

H
Han House 189, 190
Hand, The 191
Healing 145
Types of 145
Hijackers 3
Hijackers 3
Hit 178
Hit Tables 135
Homeworld 5
Homo Erectus 183
Hoverboard 123
Humanoid 8
Humanoid Homeworld
Adma 184
Faren 184
Jalan 183
Tamana 183
HuTa 186
Description of 112
HuTas 112
Hybrids
Humanoid 8

I
Imported goods
Cost of 116
Independent (Rogue) Worlds 191
Initial characteristics
placement 7
Initiative
Major action 143
Normal combat 143
Suprise Round 143
Initiative 143
In-line Weapon 170
Integrated Combat System 265
IQ 6, 7

J
Jalan 183
Jointly Administered 189
Journeymanships 9
Jump 168
Jump Carrier 188
Jump Craft 170

Index
Jump Drive 257
Jump Routes 168
Jump Ship 170
Jump Shuttle 188
Jump Table 179
Jupiter 2

K
Kiskit Empire 193
Kits 119
Minimum skill level to use
119
Kolusien Sphere 192

L
Languages 148
Large Blocks 195
Laser Torch 123
Levels of Mastery 148, 254
Lift Belt 123
Local manufacture 116

M
M/AM Fuel 170
Manufacturing 116
Mars 2
Member states 187
Metaskills 94, 104, 106
Modifying Objects 106
Metaskills
Modifying skills 106
Modern Weapons 133
Modifying stat 95
Mother's Milk 5
MULE 123
MultiTool 124

N
Naval detachments 188
Normally competent individual 95
Normally Competent Individual
95
NPC
Chance Met 156
Generic Opponents 163
How Many Skills 158
Incidental Skill 161

Instant Character 157


Missions 159
Object of Mission 161
Permanent 165
Quick and Dirty Personalities
160
Relevant Skills 159
Temporary 157
Wealth 162
NPC Missions 157

O
Observatory 170
One Minute Combat Round 254
One-minute round 143
Optical invisibility 118
Orbit
Transit Time between Planets
181
Orbits 180
Moon 180
Standard 180
Transit Time, Moon Orbits
181
Other Worlds 194

P
Pay, Character 10
Personal Winch 123
Physical Deterioration 5, 11
Plasteel 116
Plasteel armor 117
Plasteel film 117
Plot Points 268
Pod 170
Pod Deployment 170
Poison 145
Politics
Overview 183
Post-Graduate Education
Advanced 21
Backward 54
Primitive 74
Power
Forms of portable storage 118
PowerTool 124
Presence, the 191
Index

Procurator 187
Promotion 10
Prototypes 116
PSI 6
Psionics 7
Use of in combat 144

Q
Quick and Dirty Personalities 157
Quick Stats 157

R
Random 5
Random Method 6
Range
Penalties and bonuses for 144
Ranges 144
Ranges By Race
Humans 114
Sastras and SaHus 109
Tagris and HuTas 113
Vantors and Vahus 111
RANK 6
Rank 7
Rations
Cold Survival 122
Heatercan 122
Respirator 123
Retron 242
Rift Valley 246
Robots 8
Ross 154 2

S
SaHu 186
Description of 108
SaHus 108
Sastra 8, 183
Description of 108
Evolution of 183
Sastras 108
Saturn 2
SaVaHuTa 132, 183, 186, 187
Military Challenges 188
Affiliate Members, definition
of 189
Alien Threats 188

Index
Citizens 187
Colonies, definition of 189
Colony to State Process 189
Criminal proceedings 187
Delaying Colony independence 189
Internal Organization 187
Internal Threats 188
Legislature 189
Member State voting 189
Navy Sector Fleet 187
Office of the Proconsul 187
Office of the Procurator 187
Protected Worlds 190
Rebellion 188
Scientific Colonies, definition
of 189
Special Forces 187
SaVaHuTa Legislature 189
Scan 170
Scientific Colonies 189
Secondary school 8
Secondary Schools
Advanced Cultures 14
Backward 50
Sector 186
Sector 187
Sector Army 187, 188
Seeders 258
Seeders 183
Shelter
Hard Tent 122
Inflatashelt 122
Large Tent 122
Personal Tent 122
Portashelt 122
Shelter 122
Shields 170
Ship 170
Single Shot Kills 264
Skill Check
Use of Professions as 146
Skill Checks
Attribute check as 146
Zero Level 146
Skills 94

Importance of 142
When to use 95
Zero Level 95
Slate 120
Slowboat 2, 3
Slug-throwers 132
Small Blocks 196
Small Craft 170
Sniping 264
Social Skills 11
Social Skills Listing 11
Soul patterns 116
Space Combat 172
Hit Locations 178
Weapon Damage Factors 177
Space Ship 170
Spaceports 171
Spaceship 150
Gaining one for characters
150
Kane Class Jump Ship 151
Owl Class Jump Ship 152
Spaceship hit locations 178
Spacesuits 117
Augmentation with armor
117
Mass by Tech Level 121
TL 10 117
TL 9 117
TL8 117
Use as armor 117
Special Forces 187
Stabilized monatomic hydrogen
118
StarCluster
Object of Game 142
Styles of play 142
What its about 142
Starships 2
Stasis bottle 118
State 189
Station 170
Strength 6, 7
Structural material
TL 10 116
TL 8 116
Index

TL 9 116
Success
IQ modifier 94
Physical stat modifier 94
Success and Failure 267
Suppressive Fire 147
Surprise 143
Survival 142
Synthetic Cloth 119
Synthetic cultures 3

T
Tagris 8, 112, 184
Description of 112
Evolution of 184
Tasks with no skill 146
Tech Level 5
Technology Levels 169
Descriptions 169
Template
Ex-Asteroid Miner 166
Ex-Cop 166
Ex-Courier 166
Ex-Engineer 166
Ex-Explorer 166
Ex-Marine 165
Ex-Priest 166
Ex-PSIman 165
Ex-Smuggler 165
Ex-Special Forces 166
Template Characters 165
Temporary NPC 157
Teumatimon 192
The Fury on Earth 3
Thieve's Guild 183
Thieves Worlds 191
Timeline 3
To-hit roll 143
Tokens 116
Use of as currency 116
Tommu Space 192
Trade percentile points 143
Trading Points between Initiative,
Transfer Technology 256
To-Hit, and Damage 143
Transluminal Speed 185

Index
Trinarchy of the Etvar 194
Trivox 120, 170
Tumuran 193

U
UN 2
Universal Translator 120
Cost of language paks for 120
Uplifted Animals 8
Uramkup Confederation 193
UT-(Alien)pak 120
UT-Baspak 120
UT-Diaspak 120
UT-Localpak 120

V
Vacattach
Operation to unite Vac Suit
with Armor 121
VaHu 186
Description of 110
VaHus 110
Vantor 8, 185
Description of 110
Evolution of 184
Vantors 110
Vehicle 153
Gravmaster Mark 6 154
Jalousie 154
K-Bat 153
Pathfinder 153
Vehicle Combat Rules 264
Ven Der Opt Worlds 192
Venus 2
Vote 189

Archaic Crosspiece 139


Archaic Pommel/Shoe 139
Archaic Workmanship 140
Automatic fire 147
Burst Fire 147
Choice of 132
Decoration 138
General use of 132
Grenades 147
Hilts and Hafts for Archaic
139
Materials for Archaic 138
Modifications of 132
Single Shot 147
Skill Required 146
Skills Required 132
Suppressive Fire 147
Use of archaic weapons in
Advanced Cultures
132
Use of Hit Table 132
Weapons Pod 170
Weapons Turret 170
Wolf 2
Work of the Kertu-Drua 194

W
Waiver 8
Watches 3
Weapon Damage Factors 177
Weapon mastery
Extra attacks for 143
Weapon mastery 143
Weapon Modification 138
Weapons 146
Ammunition and Cost of 136
Ammunition Use 148
Index

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